/// <summary> /// On Update, we make sure we have a controller and a live character, and if we do, we apply a force to it /// </summary> protected virtual void Update() { if (_controller == null) { return; } if (_character.ConditionState.CurrentState == CharacterStates.CharacterConditions.Dead) { _character = null; _controller = null; return; } _controller.AddHorizontalForce(AddedForce.x); _controller.AddVerticalForce(Mathf.Sqrt(2f * AddedForce.y * -_controller.Parameters.Gravity)); }