private void UpdateLocomotionAnimation() { if (playerAgent.velocity.sqrMagnitude == 0) { playerAnimator.SetFloat(MovementParam, 0); _targetMovementSpeed = _walkingSpeed; } else { _targetMovementSpeed = playerMovement.IsPlayerRunning() ? _runningSpeed : _walkingSpeed; _targetMovementSpeed = ExtensionFunctions.Map(_targetMovementSpeed, _walkingSpeed, _runningSpeed, minAnimationAffectValue, 1); _currentMovementSpeed = Mathf.Lerp(_currentMovementSpeed, _targetMovementSpeed, locomotionLerpRate * Time.deltaTime); playerAnimator.SetFloat(MovementParam, _currentMovementSpeed); } }