fuck moving platforms
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@@ -17,10 +17,12 @@ namespace Platforms
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private bool _goingToFuturePos;
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private Rigidbody2D _platformRigidbody;
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private CollisionChecker _movingPlatformTrigger;
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private void Awake()
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{
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_platformRigidbody = GetComponent<Rigidbody2D>();
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_movingPlatformTrigger = GetComponentInChildren<CollisionChecker>();
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}
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private void Start()
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@@ -58,19 +60,22 @@ namespace Platforms
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public void Move(float value)
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{
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var position = transform.position;
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//var position = transform.position;
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switch (_goingToFuturePos)
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{
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case true:
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_platformRigidbody.MovePosition(new Vector2(position.x + speed * GetDecision(xOffset),
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position.y + speed * GetDecision(yOffset)));
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//_platformRigidbody.MovePosition(new Vector2(position.x + speed * GetDecision(xOffset),
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//position.y + speed * GetDecision(yOffset)));
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transform.position = Vector3.MoveTowards(transform.position, _futurePos, speed * Time.deltaTime);
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if (Math.Abs(_futurePos.x - transform.position.x) < VerificationOffset &&
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Math.Abs(_futurePos.y - transform.position.y) < VerificationOffset)
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_goingToFuturePos = false;
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break;
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case false:
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_platformRigidbody.MovePosition(new Vector2(position.x + speed * -GetDecision(xOffset),
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position.y + speed * -GetDecision(yOffset)));
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//_platformRigidbody.MovePosition(new Vector2(position.x + speed * -GetDecision(xOffset),
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//position.y + speed * -GetDecision(yOffset)));
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transform.position = Vector3.MoveTowards(transform.position, _originalPos, speed * Time.deltaTime);
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if (Math.Abs(_originalPos.x - transform.position.x) < VerificationOffset &&
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Math.Abs(_originalPos.y - transform.position.y) < VerificationOffset)
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_goingToFuturePos = true;
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