/// <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)); }