private void Move()
    {
        var absVelX = Mathf.Abs(rigidbody.velocity.x);
        var absVelY = Mathf.Abs(rigidbody.velocity.y);

        standing = (absVelY <= standingThreshold) ? true : false;

        var forceX = 0f;
        var forceY = 0f;

        Debug.Log("absVelY = " + absVelY + " / absVelX = " + absVelX); // Debug for Testing


        if (controller.GetMoving().x != 0)
        {
            if (absVelX < maxVelocity.x)
            {
                var newSpeed = speed * controller.GetMoving().x;
                forceX = standing ? newSpeed : (newSpeed * airSpeedMultiplier);


                renderer.flipX = forceX < 0;
            }
            anim.SetInteger("AnimState", 1);
        }
        else
        {
            anim.SetInteger("AnimState", 0);
        }


        if (controller.GetMoving().y > 0)
        {
            if (absVelY < maxVelocity.y)
            {
                forceY = jetSpeed * controller.GetMoving().y;
            }
            anim.SetInteger("AnimState", 2);
        }
        else if (absVelY > 0 && !standing)
        {
            anim.SetInteger("AnimState", 3);
        }

        rigidbody.AddForce(new Vector2(forceX, forceY));
    } // Move Method