private IEnumerator MoveSelectorToTile(RuneBehaviour tile)
    {
        for (int i = 0; i < 3; i++)
        {
            InputManager.Instance.PushActiveContext("CinematicEvent", i);
        }

        // We don't want the color to lerp back to white while we are moving to the rune
        tile.GetComponent <RuneBehaviour>().enabled = false;

        tile.GetComponent <CapsuleCollider>().enabled     = false;
        tile.GetComponent <SpriteRenderer>().sortingOrder = 100;
        tile.symbol.sortingOrder = 101;

        EnableKinematics(true);

        Transform trans = PhysicsContainer.GetComponent <Transform>();

        Vector3 startPos = trans.position;
        Vector3 endPos   = startPos + tile.GetComponent <Transform>().position - Selector.GetComponent <Transform>().position;;

        endPos.y = startPos.y;

        float ratio = 0f;

        while (ratio < 1f)
        {
            ratio += Time.deltaTime / 0.25f;

            trans.position = Vector3.Lerp(startPos, endPos, ratio);

            yield return(null);
        }

        StartCoroutine(LiftTileInTheAir(tile));
    }