void Rewind() { playNumber = Mathf.Max(0, Mathf.FloorToInt(_manager.timer / _manager.gameDuration * ((dead && play)?rewindInformations.Count - 1: informations.Count - 1))); if (informations.Count > playNumber) { transform.position = (dead && play)? rewindInformations[playNumber].position:informations[playNumber].position; transform.eulerAngles = Vector3.forward * ((dead && play)? rewindInformations[playNumber].rotation:informations[playNumber].rotation); } gun.Rewind(playNumber); visual.Grounded(true); visual.Velocity(Vector2.zero); }