public override void Run() { if (currentTime < timeClimb) { currentTime += Time.deltaTime; float speed = distance / timeClimb; float tmpDist = Time.deltaTime * speed; cc.Move(Vector3.up * tmpDist); } else { currentTime = 0f; WorldController.ContinueMoving(); nextState.distance = characterTransform.position.y - groundPos; Terminate(); return; } }