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Jul 20th, 2018
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  1. public class Falling : MonoBehaviour {
  2.  
  3. Rigidbody2D rb;
  4. Vector2 initialPosition;
  5. bool platformMovingBack;
  6.  
  7. void Start()
  8. {
  9. rb = GetComponent<Rigidbody2D>();
  10. initialPosition = transform.position;
  11. }
  12.  
  13. void Update()
  14. {
  15. if (platformMovingBack)
  16. transform.position = Vector2.MoveTowards(transform.position, initialPosition, 20f * Time.deltaTime);
  17.  
  18. if (transform.position.y == initialPosition.y)
  19. platformMovingBack = false;
  20. }
  21.  
  22. void OnCollisionEnter2D(Collision2D col)
  23. {
  24. if (col.gameObject.name.Equals("Personage_0") && !platformMovingBack)
  25. {
  26. Invoke("DropPlatform", 0.5f);
  27. }
  28. }
  29.  
  30. void DropPlatform()
  31. {
  32. rb.isKinematic = false;
  33. Invoke("GetPlatformBack", 1f);
  34. }
  35.  
  36. void GetPlatformBack()
  37. {
  38. rb.velocity = Vector2.zero;
  39. rb.isKinematic = true;
  40. platformMovingBack = true;
  41. }
  42. }
  43.  
  44. void Update()
  45. {
  46. if (platformMovingBack)
  47. transform.position = Vector2.MoveTowards(transform.position, initialPosition, 20f * Time.deltaTime);
  48.  
  49. if (transform.position.y == initialPosition.y)
  50. platformMovingBack = false;
  51. }
  52.  
  53. void Update()
  54. {
  55. if (platformMovingBack)
  56. transform.position = Vector2.MoveTowards(transform.position, initialPosition, 20f * Time.deltaTime);
  57.  
  58. if (Mathf.Abs(transform.position.y - initialPosition.y) < (Time.deltaTime *2.0f)){
  59. platformMovingBack = false;
  60. transform.position = initialPosition;
  61. }
  62. }
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