using System.Collections; using UnityEngine; public class Ball : MonoBehaviour { [HideInInspector]public Rigidbody2D rb; Vector3 startPosition; void Awake() { rb = GetComponent(); startPosition = transform.position; } public void Reset(float duration){ StartCoroutine(CoroutineReset(duration)); } IEnumerator CoroutineReset(float duration){ float t=0; Vector3 pos1 = transform.position; Quaternion rot1 = transform.rotation; while (t < duration){ t+=Time.deltaTime; transform.position = Vector3.Lerp(pos1, startPosition, t / duration); transform.rotation = Quaternion.Lerp(rot1, Quaternion.identity, t/duration); yield return null; } } }