private IEnumerator SpinAndEndLevel()
    {
        Transform shipTransform = ship.transform;
        float     xSpeed        = 1.1f;

        float startTime = Time.time;
        bool  isFading  = false;

        ship.ToggleEnabled(false);

        while (true)
        {
            if (!isFading && Time.time > startTime + tumbleTime)
            {
                isFading = true;
                levelEndFadeOut.Fade();
            }

            xSpeed += 1.1f * Time.deltaTime;
            shipTransform.Rotate(0, 0, -Time.deltaTime * 250);
            shipTransform.position = new Vector3(shipTransform.position.x + xSpeed * Time.deltaTime,
                                                 shipTransform.position.y - 0.5f * Time.deltaTime, shipTransform.position.z);
            yield return(null);
        }
    }