/// <summary>
    /// Lässt das Object entsprechend der Animationskurve fallen
    /// </summary>
    /// <param name="targetPosition"></param>
    /// <param name="falltime">Die Zeit in sek, die das Objekt braucht, bis es den Boden erreicht</param>
    public IEnumerator StartFall(Vector2 targetPosition, float falltime)
    {
        rotation = Random.Range(-maxRotation, maxRotation);

        //Bereite FallTraj vor:
        int   steps = (int)(falltime / Time.fixedDeltaTime);
        float diff  = FallTraj.Evaluate(1) - FallTraj.Evaluate(0);

        if (diff >= 0)
        {
            Destroy(gameObject); yield break;
        }
        float   x_factor = targetPosition.x - transform.position.x;
        float   y_factor = (targetPosition.y - transform.position.y) / diff;
        Vector3 start    = transform.position;

        //Laufe den Graphen ab:
        followCurve = true;
        inCart      = false;
        float process;

        for (float i = 0; i < falltime && followCurve; i += Time.fixedDeltaTime)
        {
            process              = i / falltime;
            transform.position   = start + new Vector3(x_factor * process, y_factor * FallTraj.Evaluate(process));
            transform.localScale = Vector3.one * (0.2f - 0.3f * FallTraj.Evaluate(process));
            yield return(new WaitForFixedUpdate());
        }
        if (!followCurve)
        {
            yield break;
        }
        //FeedBack:
        lives--;
        aSrc.panStereo = transform.position.x / maxRange;
        aSrc.clip      = splashClip;
        vib.Vibrate(0);
        aSrc.Play();
        StartCoroutine(cScript.Shake());
        inCart = true;
        GetComponent <Collider2D>().enabled = false;
        yield return(new WaitWhile(() => aSrc.isPlaying));

        vib.DestroyVibration();
        yield return(new WaitUntil(() => reset));

        Destroy(gameObject);

        yield break;
    }
 private void OnDestroy()
 {
     vib.DestroyVibration();
 }