// Check if character is colliding with wall
    // and that its less than 2 seconds since the jump
    // if so zero out the forward speed
//	private float GetForwardSpeed ()
//	{
//		if (AntiWallSlideController.Instance.colliding && Time.time > lastJumpTime + 1.0f)
//			 return 0;
//		else
//			return forwardSpeed;
//	}

    /// <summary>
    /// This method is called jumping animation events
    /// </summary>
    public void JumpUp()
    {
        //print ("runs");
        float force = 0;

        lastJumpTime = Time.time;
        if (charState.IsIdleJumping())
        {
            force        = idleJumpUpForce;
            forwardSpeed = idleJumpForwardSpeed;
            rb.AddForce(new Vector3(0, force, 0), ForceMode.Impulse);
        }
        else if (charState.IsRunningJumping())
        {
            force        = idleJumpUpForce;
            forwardSpeed = runningJumpForwardSpeed;
            rb.AddForce(new Vector3(0, force, 0), ForceMode.Impulse);
        }
        else if (charState.IsSprintJumping())
        {
            print("sprint jump");
            force        = sprintJumpUpForce;
            forwardSpeed = sprintJumpForwardSpeed;
            rb.AddForce(new Vector3(0, force, 0), ForceMode.Impulse);
        }
    }