void Update()
    {
        if (shouldPlayAnimation && animationIsOver)
        {
            switch (animationState)
            {
            case 0:
                StartCoroutine("wheelAnimation_1_dropWheel");
                break;

            case 1:
                StartCoroutine("wheelAnimation_2_slowRotation");
                break;

            case 2:
                StartCoroutine("wheelAnimation_3_delayBeforeStats");
                break;

            default:
                victoryScreen.beginShowingStats();
                break;
            }

            animationIsOver = false;
            animationState++;
        }
    }
    void Update()
    {
        if (shouldPlayAnimation && animationIsOver)
        {
            switch (animationState)
            {
            case 0:
                StartCoroutine("chestAnimation_1_scrunchDown");
                break;

            case 1:
                StartCoroutine("chestAnimation_delay1_pauseDuringScrunch");
                break;

            case 2:
                StartCoroutine("chestAnimation_2_3_leanParentBack");
                StartCoroutine("chestAnimation_2_bounceUp");
                break;

            case 3:
                StartCoroutine("chestAnimation_3_lidSwingsOpen");
                break;

            case 4:
                StartCoroutine("chestAnimation_4_lidBounces");
                break;

            case 5:
                StartCoroutine("chestAnimation_5_lidEases");
                break;

            case 6:
                StartCoroutine("chestAnimation_6_delayBeforeStats");
                break;

            default:
                victoryScreen.beginShowingStats();
                break;
            }

            animationIsOver = false;
            animationState++;
        }
    }