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;
		}