public virtual void StateFixedUpdate() { if (player.GetPlasmaPull() != null) { Vector2 dist = player.GetPlasmaPull().transform.position - player.transform.position; rb.velocity += (dist / dist.sqrMagnitude) * (player.GetPlasmaPull().transform.localScale.x * 0.5f); } ac.SetFloat("speed", Mathf.Abs(rb.velocity.x)); }