using System.ComponentModel; using UnityEngine; public class GroundCheck : MonoBehaviour { public Animator animator; public bool isGoingBack = true; public float startY; public float startX; private Vector3 _startPosition; [SerializeField] protected Transform _parent; protected virtual void Start() { _parent = this.transform.parent; _startPosition = _parent.localPosition; if (_startPosition.y != 0f) { _startPosition = new Vector3(_startPosition.x, 0f, _startPosition.z); } } protected virtual void OnTriggerEnter(Collider other) { if (other.CompareTag("Ground")) { animator.SetBool("isLanding", true); if (isGoingBack) { _parent.localPosition = new Vector3(_parent.localPosition.x, startY, _parent.localPosition.z); Debug.Log(_parent.localPosition); } } } protected virtual void OnTriggerExit(Collider other) { if (other.CompareTag("Ground")) { animator.SetBool("isLanding", false); } } }