void PistonManager()
    {
        if ((timeCompter % m_interSecondePiston== 0) )
        {
            if (pistonState1== statePistonArray.PistonPause )
            {	timeCompter=0;
                pistonState1=statePistonArray.PistonDown;
            }

        }

        if ( (pistonState1==statePistonArray.PistonDown) )// && (count%15)==0)
        {
            tempPiston.transform.position = new Vector3(positionX,positionY, 0);
            positionY -=speedPiston;

            if ( Distance( m_posY, tempPiston.transform.position.y)  > DistancePiston)
            {
                pistonState1 = statePistonArray.PistonUp;
            }
        }

        if ( (pistonState1==statePistonArray.PistonUp) ) //&& (count%15)==0)
        {
            tempPiston.transform.position = new Vector3(positionX,positionY , 0);
            positionY +=speedPiston;
        }

        if ( (pistonState1==statePistonArray.PistonUp) && (positionY >  m_posY))
        {
            pistonState1 = statePistonArray.PistonPause ;

            positionY =m_posY;
        }
    }
 void OnTriggerEnter2D(Collider2D other)
 {
     if (platFormState == statePistonArray.PlatFormUp) {
         platFormState = statePistonArray.PlatFormDown;
     }
     else
     {
         platFormState = statePistonArray.PlatFormUp;
     }
 }
 void OnTriggerEnter2D(Collider2D other)
 {
     if (platformState == statePistonArray.PlatformRight) {
         platformState = statePistonArray.PlatformLeft;
     }
     else
     {
         platformState = statePistonArray.PlatformRight;
     }
 }
    void PlateFormManager()
    {
        if ( (platFormState==statePistonArray.PlatFormUp) )// && (count%15)==0)
        {
            tempPlatForm.transform.position = new Vector3(positionX,positionY, 0);
            positionY +=speedPlatForm;

            if (tempPlatForm.transform.position.y> posY2)
            {
                platFormState = statePistonArray.PlatFormDown;
            }
        }

        if ( (platFormState==statePistonArray.PlatFormDown) ) //&& (count%15)==0)
        {
            tempPlatForm.transform.position = new Vector3(positionX,positionY , 0);
            positionY -=speedPlatForm;

            if (tempPlatForm.transform.position.y < m_posY)
            {	platFormState = statePistonArray.PlatFormUp;
            }
        }
    }
    void PlateFormManager()
    {
        if ( (platformState==statePistonArray.PlatformRight) )// && (count%15)==0)
        {
            transform.position = new Vector3(positionX,positionY, 0);
            positionX += m_speedPlatForm;

            if (transform.position.x> posX2)
            {
                platformState = statePistonArray.PlatformLeft;
            }
        }

        if ( (platformState==statePistonArray.PlatformLeft) ) //&& (count%15)==0)
        {
            transform.position = new Vector3(positionX,positionY , 0);
            positionX -= m_speedPlatForm;

            if ( transform.position.x < m_posX)
            {	platformState = statePistonArray.PlatformRight;
            }

        }
    }
    void Start()
    {
        positionX = m_posX;
        positionY = m_posY;
        posY2 = m_posY + DistancePlateForm;

        m_interSecondePlatForm = m_interSecondePlatForm*60;

        platFormState = statePistonArray.PlatFormUp;
        tempPlatForm = GameObject.Find(m_plateFormName);
        tempPlatForm.transform.position = new Vector3(positionX,positionY, 0);
        timeCompter = 0;
    }
    void Start()
    {
        m_posX = transform.position.x;
        m_posY = transform.position.y;

        positionX = m_posX;
        positionY = m_posY;

        posX2 = m_posX + DistancePlateForm;

        platformState = statePistonArray.PlatformRight;

        transform.position = new Vector3(positionX,positionY, 0);

        //	timeCompter = 0;
    }
    void Start()
    {
        positionX = m_posX;
        positionY = m_posY;
        alreadyStart = false;
        m_interSecondePiston = m_interSecondePiston*60;
        m_SecBeforeStartPiston = m_SecBeforeStartPiston * 60;

        pistonState1 = statePistonArray.PistonPause;
        tempPiston = GameObject.Find(m_pistonName);

        tempPiston.transform.position = new Vector3(positionX,positionY, 0);
        timeCompter = 0;
    }
 void OnTriggerEnter2D(Collider2D other)
 {
     Debug.Log (other.transform.position.x);
     pistonState1 = statePistonArray.PistonUp;
 }