void Running() { if (xAxis != 0 && mov2D.Grounded && !mov2D.GetRolling()) { //mov2D.SetVelX(RUN_MAX_VEL * xAxis); if (Mathf.Abs(mov2D.GetVelocity().x) < RUN_MIN_VEL) { mov2D.SetVelX(RUN_MIN_VEL * Mathf.Sign(xAxis)); } //else //mov2D.SetVelX(Mathf.Clamp(mov2D.GetVelocity().x * RUN_ACCEL, -RUN_MAX_VEL, RUN_MAX_VEL)); mov2D.SetAccel(Vector3.right * RUN_ACCEL * Mathf.Sign(xAxis)); mov2D.SetVelX(Mathf.Clamp(mov2D.GetVelocity().x, -RUN_MAX_VEL, RUN_MAX_VEL)); } }