private void move()
    {
        physVel.x = getMoveVel(values.getDirectionalX());
        float increasedFall = getIncreasedFallVell(values.getDirectionalY());

        values.grounded = checkGrounded();

        if (values.grounded)
        {
            values.jumps = 0;
        }
        else
        {
            _rigidbody.AddForce(-Vector3.up * (values.fallVel));
        }
        // jumpS
        if (values.getJumps() == PlayerValues.inputState.Jump)
        {
            if (values.jumps < values.maxJumps)
            {
                values.jumps       += 1;
                _rigidbody.velocity = new Vector2(physVel.x, values.jumpVel);
            }
        }

        // actually move the player
        _rigidbody.velocity = new Vector2(physVel.x, _rigidbody.velocity.y * increasedFall);
    }
 private bool isUp()
 {
     return(values.getDirectionalY() == PlayerValues.inputState.Float ||
            values.getDirectionalY() == PlayerValues.inputState.None);
 }