void UpdateFloatingObject(FloatingObject2D item) { Vector3 movement = item.movement * Time.deltaTime; item.objectTransform.position += movement; Vector3 newPos = item.objectTransform.position; if (newPos.x < _levelBounds.x) { newPos.x = _levelBounds.xMax; } if (newPos.y < _levelBounds.y) { newPos.y = _levelBounds.yMax; } if (newPos.x > _levelBounds.xMax) { newPos.x = _levelBounds.x; } if (newPos.y > _levelBounds.yMax) { newPos.y = _levelBounds.y; } item.objectTransform.position = newPos; }
void UpdateFloatingObject(FloatingObject2D item) { Vector3 movement = item.movement * Time.deltaTime; item.objectTransform.position += movement; Vector3 newPos = item.objectTransform.position; if (newPos.x < _levelBounds.x) newPos.x = _levelBounds.xMax; if (newPos.y < _levelBounds.y) newPos.y = _levelBounds.yMax; if (newPos.x > _levelBounds.xMax) newPos.x = _levelBounds.x; if (newPos.y > _levelBounds.yMax) newPos.y = _levelBounds.y; item.objectTransform.position = newPos; }