public Vector2 Update() { if (InputWrapper.GetWallGrab() && super.wallNormal != 0) { if (super.vert != 0) { var wallV = new Vector2(super.vert * wallSpeed * Mathf.Sign(super.wallNormal), 0); vel = Quaternion.Euler(0, 0, super.wallNormal) * wallV; // rotate to world } else { super.overrideVel = Vector2.zero; super.applyGravity = false; vel = Vector2.zero; } } else { vel = Vector2.zero; } return(vel); }