/// <summary>
    ///  Close door, return to original position
    /// </summary>
    void EndSpawn()
    {
        float delay = 0f;

        //Then close the door
        StartCoroutine(_door.IEMove(_door.GetClosePos(), delay));
        delay += 1f;
        //Move underwater to clear any remaning or new objects on board
        StartCoroutine(IEMove(delay, _drawnPos, 2f));
        delay += 2f;
        //Move up to spawning position
        StartCoroutine(IEMove(delay, _upPos, 3f));
        delay += 3f;
        StartCoroutine(CoroutineHelper.IEChangeBool((x) => IsAvailable = x, true, delay));
    }