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- public class Falling : MonoBehaviour {
- Rigidbody2D rb;
- Vector2 initialPosition;
- bool platformMovingBack;
- void Start()
- {
- rb = GetComponent<Rigidbody2D>();
- initialPosition = transform.position;
- }
- void Update()
- {
- if (platformMovingBack)
- transform.position = Vector2.MoveTowards(transform.position, initialPosition, 20f * Time.deltaTime);
- if (transform.position.y == initialPosition.y)
- platformMovingBack = false;
- }
- void OnCollisionEnter2D(Collision2D col)
- {
- if (col.gameObject.name.Equals("Personage_0") && !platformMovingBack)
- {
- Invoke("DropPlatform", 0.5f);
- }
- }
- void DropPlatform()
- {
- rb.isKinematic = false;
- Invoke("GetPlatformBack", 1f);
- }
- void GetPlatformBack()
- {
- rb.velocity = Vector2.zero;
- rb.isKinematic = true;
- platformMovingBack = true;
- }
- }
- void Update()
- {
- if (platformMovingBack)
- transform.position = Vector2.MoveTowards(transform.position, initialPosition, 20f * Time.deltaTime);
- if (transform.position.y == initialPosition.y)
- platformMovingBack = false;
- }
- void Update()
- {
- if (platformMovingBack)
- transform.position = Vector2.MoveTowards(transform.position, initialPosition, 20f * Time.deltaTime);
- if (Mathf.Abs(transform.position.y - initialPosition.y) < (Time.deltaTime *2.0f)){
- platformMovingBack = false;
- transform.position = initialPosition;
- }
- }
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