IEnumerator PerformCloseUp(Transform objectToClose, OnPerformEnd onPerformClosedUp, float time)
        {
            for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / time)
            {
                objectToClose.position = Vector3.Lerp(objectToClose.position, ObjectCloseUpPosition, t);
                objectToClose.rotation = Quaternion.Lerp(objectToClose.rotation, objectToCloseTo.rotation, t);
                yield return(null);
            }

            onPerformClosedUp?.Invoke();
        }
        IEnumerator PerformReturnObject(OnPerformEnd onPerformReturned, float time)
        {
            for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / time)
            {
                ClosedUpObject.position = Vector3.Lerp(ClosedUpObject.position, _originalObjectPosition, t);
                ClosedUpObject.rotation = Quaternion.Lerp(ClosedUpObject.rotation, _originalObjectRotation, t);
                yield return(null);
            }

            ClosedUpObject = null;
            onPerformReturned?.Invoke();
        }