void Bounce(float _velocityy) { if (bounce) { Vector2 reflectionVector; //m_movementController.groundCheck = false; _collisionNormal.Normalize(); reflectionVector = (Vector2)Vector3.Reflect((Vector3)m_actorReference.GetPhysicsController().LastVelocity, _collisionNormal); // HACKY. We're not taking collision normals, we're using just Vector2.up m_actorReference.GetPhysicsController().Velocity = reflectionVector * bounceDampener; m_fsmReference.SetCurrentState(PlayerFSM.States.BOUNCE, true); bounce = false; } }