IEnumerator WaitThenThaw(float time)
    {
        yield return(new WaitForSeconds(time));

        freeze.PlayThaw();

        StartCoroutine(WaitThenFreeze(RepeatWaitDuration));
    }
    public override IEnumerator EventImplementation()
    {
        var players = m_mainGameManager.PlayersInstances;

        m_playerMovementControllers = new PlayerMovement[players.Count];
        for (int i = 0; i < players.Count; i++)
        {
            m_playerMovementControllers[i] = players[i].GetComponent <PlayerMovement>();
        }

        foreach (PlayerMovement player in m_playerMovementControllers)
        {
            player.ModulateMaxMovementSpeed(m_movementModulator);
            player.ModulateMovementSpeed(1.0f / m_accelModulator);
            player.ModulateRotationSpeed(m_movementModulator);
            var collider = player.GetComponent <CapsuleCollider>();
            collider.material = m_freezePhysicsPlayer;
        }

        var items = FindObjectsOfType <PickableObject>();

        foreach (var item in items)
        {
            var colliders = item.GetComponentsInChildren <Collider>();
            foreach (var c in colliders)
            {
                if (!c.isTrigger)
                {
                    c.material = m_frozenItem;
                }
            }
        }

        var floor = m_floor.GetComponent <BoxCollider>();

        floor.material = m_frozenFloor;

        m_freeze.PlayFreeze();
        PlayerMovement.MovementDirectionLag = 0.965f;

        yield return(new WaitForSeconds(m_freezingRainDuration));

        foreach (PlayerMovement player in m_playerMovementControllers)
        {
            player.ModulateMaxMovementSpeed(1.0f / m_movementModulator);
            player.ModulateMovementSpeed(m_accelModulator);
            player.ModulateRotationSpeed(1.0f / m_movementModulator);
            var collider = player.GetComponent <CapsuleCollider>();
            collider.material = m_originalPhysicsPlayer;
        }

        foreach (var item in items)
        {
            if (item != null)
            {
                var colliders = item.GetComponentsInChildren <Collider>();
                foreach (var c in colliders)
                {
                    if (!c.isTrigger)
                    {
                        c.material = m_normalItem;
                    }
                }
            }
        }

        floor.material = m_normalFloor;

        m_freeze.PlayThaw();
        PlayerMovement.MovementDirectionLag = 0.0f;
    }