private void GroundCheck() { isGrounded = Physics2D.OverlapCircle(transform.posVector2() + groundCheckOffset, groundCheckRadius, whatIsGround); if (!isGrounded && !stateController.IsCurrentStateInRange(State.Appear, State.Disappear)) { if (!stateController.IsCurrentState(State.Jump)) { stateController.SetState(State.Jump); } stateController.SetVertSpeedInfo(playerBody.velocity.y); } else if (isGrounded) { isJumpAvailable = true; } }