private IEnumerator FlipX ( float rotation, float rotationSpeed )
    {
        flipping = true;
        Vector3 startRotation = transform.localEulerAngles;

        if ( rotation > 0 )
        {
            float newAngle = startRotation.x + rotation;
            while ( startRotation.x < newAngle )
            {
                if ( startRotation.x + 50 > newAngle )
                {
                    Debug.Log( "Almost done" );
                }
                startRotation.x = Mathf.MoveTowards( startRotation.x, newAngle, rotationSpeed * Time.deltaTime );
                transform.localEulerAngles = startRotation;
                yield return new WaitForSeconds( 0.009f );
            }
            stunttype = StuntType.ForwardFlip;
        }
        else
        {
            float newAngle = startRotation.x + rotation;
            while ( startRotation.x > newAngle )
            {
                if ( startRotation.x - 50 < newAngle )
                {
                    Debug.Log( "Almost done" );
                }
                startRotation.x = Mathf.MoveTowards( startRotation.x, newAngle, rotationSpeed * Time.deltaTime );
                transform.localEulerAngles = startRotation;
                yield return new WaitForSeconds( 0.009f );
            }
            stunttype = StuntType.BackwardFlip;
        }
        flipping = false;
        DisplayStunt( 4 );
    }
 private IEnumerator FlipZ ( int rotation, float rotationSpeed )
 {
     flipping = true;
     Vector3 startRotation = transform.localEulerAngles;
     if ( rotation > 0 )
     {
         float newAngle = startRotation.z + rotation;
         while ( startRotation.z < newAngle )
         {
             if ( startRotation.z + 50 > newAngle )
             {
                 Debug.Log( "Almost done" );
             }
             startRotation.z = Mathf.MoveTowards( startRotation.z, newAngle, rotationSpeed * Time.deltaTime );
             transform.localEulerAngles = startRotation;
             yield return new WaitForSeconds( 0.009f );
         }
         stunttype = StuntType.LeftRoll;
     }
     else
     {
         float newAngle = startRotation.z + rotation;
         while ( startRotation.z > newAngle )
         {
             if ( startRotation.z - 50 < newAngle )
             {
                 Debug.Log( "Almost done" );
             }
             startRotation.z = Mathf.MoveTowards( startRotation.z, newAngle, rotationSpeed * Time.deltaTime );
             transform.localEulerAngles = startRotation;
             yield return new WaitForSeconds( 0.009f );
         }
         stunttype = StuntType.RightRoll;
     }
     flipping = false;
     DisplayStunt( 2 );
 }