private float GetMovementSpeed() { var wantsToRun = _inputProvider.ProvideWantsToRunInput(); var targetSpeed = wantsToRun ? movementSpeed * runMovementSpeedModifier : movementSpeed; _currentMovementSpeed = Mathf.SmoothDamp( _currentMovementSpeed, targetSpeed, ref _currentMovementSpeedDampingVelocity, 0.5f ); return(_currentMovementSpeed); }