public Animator FadeAnimation;
public GameObject player;
public Transform ExitPoint;
public Transform EnterPoint;
PlayerStateMachine playerAttribute;
float distance;

private void Update()
    {
        if (player)
        {
            distance = Vector3.Distance(transform.position, player.transform.position);
            playerAttribute = player.GetComponent<PlayerStateMachine>();

            if (distance < 15)
            {
                if (playerAttribute.OutsideHouse == false)
                {
                    if (Input.GetKeyDown(KeyCode.E))
                    {
                        //Start couroutine to go outside
                        StartCoroutine(goOutside());
                    }
                }
                else if (playerAttribute.OutsideHouse == true)
                {
                    if (Input.GetKeyDown(KeyCode.E))
                    {
                        //Start couroutine to go inside
                        StartCoroutine(goInside());
                    }
                }
            }
        }
    }

    IEnumerator goOutside()
    {
        yield return new WaitForSeconds(1f);
        player.transform.position = new Vector3(ExitPoint.position.x, ExitPoint.position.y, ExitPoint.position.z);
    }

    IEnumerator goInside()
    {
        yield return new WaitForSeconds(1f);
        player.transform.position = new Vector3(EnterPoint.position.x, EnterPoint.position.y, EnterPoint.position.z);
    }