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); } }