using System.Collections; using System.Collections.Generic; using UnityEngine; public class MovingPlatform : MonoBehaviour { public float width; public float height; [Range(0.1f, 80 )] [SerializeField] private float speed = 1; private bool movingLeft = false; private bool movingUp = false; Vector3 vector; Vector3 object_position; Vector3 furthest_position; // Start is called before the first frame update void Start() { vector = transform.position; object_position = transform.position; furthest_position = object_position; furthest_position[0] += width; furthest_position[1] += height; } // Update is called once per frame void Update() { if (width > 0) { if (movingLeft) { if (vector[0] > object_position[0]) { vector[0] -= speed * Time.deltaTime; } else { movingLeft = !movingLeft; vector[0] += speed * Time.deltaTime; } } else { if (vector[0] < furthest_position[0]) { vector[0] += speed * Time.deltaTime; } else { movingLeft = !movingLeft; vector[0] -= speed * Time.deltaTime; } } } else if (width < 0) { if (movingLeft) { if (vector[0] > furthest_position[0]) { vector[0] -= speed * Time.deltaTime; } else { movingLeft = !movingLeft; vector[0] += speed * Time.deltaTime; } } else { if (vector[0] < object_position[0]) { vector[0] += speed * Time.deltaTime; } else { movingLeft = !movingLeft; vector[0] -= speed * Time.deltaTime; } } } if (height > 0) { if (movingUp) { if (vector[1] < furthest_position[1]) { vector[1] += speed * Time.deltaTime; } else { movingUp = !movingUp; vector[1] -= speed * Time.deltaTime; } } else { if (vector[1] > object_position[1]) { vector[1] -= speed * Time.deltaTime; } else { movingUp = !movingUp; vector[1] += speed * Time.deltaTime; } } } else if (height < 0) { if (movingUp) { if (vector[1] < object_position[1]) { vector[1] += speed * Time.deltaTime; } else { movingUp = !movingUp; vector[1] -= speed * Time.deltaTime; } } else { if (vector[1] > furthest_position[1]) { vector[1] -= speed * Time.deltaTime; } else { movingUp = !movingUp; vector[1] += speed * Time.deltaTime; } } } transform.position = vector; } }