private IEnumerator TransitionCutscene(float transitionTime, Room newRoom, RoomTransitionTrigger.Direction movementDirection)
    {
        float   startTime            = Time.time;
        float   finishTime           = startTime + transitionTime;
        Vector3 directionalVector    = DirectionToVector(movementDirection);
        Vector3 camInitialPos        = Camera.main.transform.position;
        bool    isVertical           = (directionalVector.x == 0);
        float   cameraMoveDistance   = isVertical ? cameraVerticalMoveDistance : cameraHorizontalMoveDistance;
        float   transitionalDistance = isVertical ? verticalTransitionalDistance : horizontalTransitionalDistance;
        Vector3 camFinalPos          = camInitialPos + directionalVector * cameraMoveDistance;

        cam.m_Follow = null;
        UpdateCameraBounds(globalBounds);
        playerStatus.Frozen = true;
        playerStatus.SetGravityEnabled(false);
        //playerStatus.CurrentState = PlayerStatus.State.Walk;
        playerStatus.SetVelocity((directionalVector * transitionalDistance) / roomTransitionTime);
        Debug.Log("Intended v: " + (directionalVector * transitionalDistance) / roomTransitionTime + ", actual v: " + playerStatus.GetComponent <Rigidbody2D> ().velocity);
        while (Time.time < finishTime)
        {
            cam.transform.position = Vector3.Lerp(camInitialPos, camFinalPos, (Time.time - startTime) / transitionTime);
            yield return(null);
        }
        Debug.Log("FINAL Intended v: " + (directionalVector * transitionalDistance) / roomTransitionTime + ", FINAL actual v: " + playerStatus.GetComponent <Rigidbody2D> ().velocity);

        EnterRoom(newRoom);
        cam.m_Follow        = playerStatus.transform;
        playerStatus.Frozen = false;
        playerStatus.SetGravityEnabled(true);
    }
    Vector2 DirectionToVector(RoomTransitionTrigger.Direction dir)
    {
        switch (dir)
        {
        case RoomTransitionTrigger.Direction.Left:
            return(Vector2.left);

        case RoomTransitionTrigger.Direction.Right:
            return(Vector2.right);

        case RoomTransitionTrigger.Direction.Up:
            return(Vector2.up);

        case RoomTransitionTrigger.Direction.Down:
            return(Vector2.down);

        default:
            Debug.LogWarning("Direction to vector method called with no valid direction??");
            return(Vector2.zero);
        }
    }