// Update is called once per frame
    void Update()
    {
        switch (columnState)
        {
        case Mov_Manager_State.WaitingForInput:
            if (hasNewInput)
            {
                columnState = Mov_Manager_State.MovingColumns;
                break;
            }
            break;

        case Mov_Manager_State.MovingColumns:
            if (!ifShiftingStarted)
            {
                MoveColumns();
            }
            if (column_1.transform.position == column_1.GetNewLocalPosition())
            {
                columnState = Mov_Manager_State.SpawningCollectibles;
            }
            break;

        case Mov_Manager_State.SpawningCollectibles:
            if (!isSpawning)
            {
                SpawnCollectibles();
            }
            if (isSpawning)
            {
                WaitForNewInput();
            }
            break;
        }
    }
 void WaitForNewInput()// Puts Manager in WaitingForInput State
 {
     ifShiftingStarted = false;
     isSpawning        = false;
     collectiblesIndex = 0;
     hasNewInput       = false;
     columnState       = Mov_Manager_State.WaitingForInput;
 }