// Update is called once per frame protected override void Update() { if (IsPhysicsGrounded() != true) { m_FrameNotGrounded++; } else { m_FrameNotGrounded = 0; } ApplyAnimEventData(m_AnimEventData); ApplyGravityAndForce(Time.deltaTime); Vector3 currTotalVel = m_CurrVelocity; ///*if (IsGrounded()) { currTotalVel += transform.forward * m_CurrentMoveSpeed; }//*/ m_LastFrameMoveVelocity = currTotalVel; //Debug.Log("########## Velocity : " + currTotalVel); m_CollisionFlags = m_CharacterController.Move(currTotalVel * Time.deltaTime); if (m_Flag.CheckFlag((uint)CharacterFlag.eCF_ResetMoveSpeedAfterUse) == true) { CurrentMoveSpeed = 0.0f; } }