private IEnumerator CompleteLevel() { GameObject measureObject = CurrentStepObject.GetComponentInChildren <SpriteRenderer>().gameObject; StartCoroutine(Transition.Translate(measureObject.transform, 6f * Vector3.back, 0.6f)); yield return(Transition.TransitionBrightness(gameObject, measureObject, 0.6f, Bright, Dark)); LastMeasureSource.time = 0f; LastMeasureSource.loop = false; LastMeasureSource.Play(); LevelSelection.AddressingLevelCompleted(this.levelNumber, measureObject.transform, this); }