public void MovePlayer() { StoreGroundedThisFrame(); if (!WasGroundedInQueue() && (playerState != State.CLIMB && playerState != State.WALLRUN_LEFT && playerState != State.WALLRUN_RIGHT)) //|| playerState == State.WALLRUN_RIGHT || playerState == State.WALLRUN_LEFT) { moveDir.y += (gravity * gravityMultiplier) * Time.deltaTime; } if (virtualController.GetNextKey()) { Jump(); } moveDir.x = stateMoveDir.x; moveDir.z = stateMoveDir.z; if (isGrounded) { cc.Move((moveDir + jumpVec + SlopeMultiplier()) * Time.fixedDeltaTime * Time.timeScale); } else { cc.Move((moveDir + jumpVec) * Time.fixedDeltaTime * Time.timeScale); } }