protected virtual void ApplyHorizontalVelocity(float force) { this.Rigidbody2D.velocity += Vector2f.UnitX.ToVector2() * force * this.AccelerationPower * Time.deltaTime; this.Rigidbody2D.velocity = Vector2f.ClampX(this.Rigidbody2D.velocity, -this.Speed, this.Speed); }