float timerToChangeCurSpaceObject = 0; //Allows change the curSpaceObject only every 0.5 second. //Calculates the Gravity. void OnTriggerStay2D(Collider2D other) { if (other.tag == "Player") { //DEBUG STUFF (REMOVE LATER) Debug.DrawLine(transform.position, other.transform.position, Color.green); Player_Movement player_mov = other.GetComponent <Player_Movement> (); //Get Player_Movement Script other.GetComponent <Player_TimeInSpace> ().setInSpace(false); //Set Player in Space to FALSE if (player_mov.getCurrentSpaceObject() == parentObject && player_mov.getGrounded()) { return; //No Gravity from the current SpaceObject (If Player is grounded) } Vector2 diff_Vector = transform.position - other.transform.position; //The Difference Vector from the SpaceObject to the Player float distance = diff_Vector.magnitude - datas.radius - player_mov.getRadius(); //The Distance (Float-Val) from Ground to Player-Feet if (distance < 0) { distance = 0; //Just to be sure, that distance wont be negative } float range_power = Mathf.Pow((1 - (distance / (datas.gravity_radius - datas.radius))), gravity_range_strength); //Calculate the Strength of the Gravity based on how far the Player is from the Planet if (range_power < 0) { range_power = 0; } Vector2 gravity_Vector = diff_Vector.normalized * datas.gravity_strength * range_power; player_mov.addGrav(gravity_Vector); //Add the final Gravity-Vector to the Player //If this SpaceObject is nearer than the currentSpaceObject from the Player, this will be the new currentSpaceObject if (diff_Vector.magnitude - datas.radius < player_mov.getDistanceToCurSpaceObject()) { if (Time.time - timerToChangeCurSpaceObject < 0.5f) { return; //Allows change the curSpaceObject only every 0.5 second. } timerToChangeCurSpaceObject = Time.time; player_mov.setCurrentSpaceObject(parentObject); } } }