protected override void ComputeVelocity() { #if USING_INPUT_OLD Vector2 move = Vector2.zero; move.x = ControllerInputManager.GetRawHorizontal(); #endif float moveX = move.x; OnCharacterState(); if (moveX > 0 && InputRight(inputDirection)) { this.facingState = Right(); } else if (moveX < 0 && InputLeft(inputDirection)) { this.facingState = Left(); } OnFacingState(); animator.SetBool(GROUNDED, IsGrounded(state)); animator.SetFloat(VELOCITY_X, Mathf.Abs(velocity.x) / maxSpeed); targetVelocity = move * maxSpeed; }