void SolveGravity() { if (changeDelay > 0) { changeDelay -= Time.deltaTime; return; } origin = levelSelector.ClosestPlanet(transform.position); Vector3 pos = origin - transform.position; if (pos.x < 0 && Mathf.Abs(pos.x) > Mathf.Abs(pos.y)) { ChangeRoundedGravity(Vector2.left); return; } if (pos.x > 0 && Mathf.Abs(pos.x) > Mathf.Abs(pos.y)) { ChangeRoundedGravity(Vector2.right); return; } if (pos.y < 0) { ChangeRoundedGravity(Vector2.down); return; } ChangeRoundedGravity(Vector2.up); }