using System.Collections; using UnityEngine; public class FallPlatform : MonoBehaviour { public float fallDelay = 2f; public float resetDelay = 2f; bool falling; Rigidbody2D rb; //Transform defposition; void Start() { //defposition = gameObject.transform; rb = transform.parent.GetComponent(); } private void OnTriggerEnter2D(Collider2D collision) { if (!falling/* && collision.gameObject.CompareTag("Player")*/) { StartCoroutine(FallAfterDelay()); } } private IEnumerator FallAfterDelay() { falling = true; yield return new WaitForSeconds(fallDelay); rb.bodyType = RigidbodyType2D.Dynamic; yield return new WaitForSeconds(resetDelay); //Respawn(); } //private void Respawn() //{ //rb.bodyType = RigidbodyType2D.Static; //gameObject.transform.position = defposition.position; //} }