protected virtual void Awake()
    {
        PlayerModelObject = transform.GetChild(0).gameObject;
        Anim = PlayerModelObject.GetComponent <Animator>();

        WalkingPlayer = GetComponent <IWalkingPlayer>();
    }
    protected virtual void Awake()
    {
        PlayerModelObject = transform.GetChild(0).gameObject;
        Anim = PlayerModelObject.GetComponent <Animator>();

        WalkingPlayer = GetComponent <IWalkingPlayer>();

        SplatterSpriteRenderer = SplatterPrefab.GetComponent <SpriteRenderer>();

        FootstepParticles.Play();
        FootstepEmission = FootstepParticles.emission;
        EmissionNormal   = FootstepEmission.rateOverTime;
        EmissionSprint   = new ParticleSystem.MinMaxCurve(EmissionNormal.constant + SprintingParticlesAdd);
        EmissionEmpty    = new ParticleSystem.MinMaxCurve(0f);

        FootstepEmission.rateOverTime = EmissionEmpty;
    }