private void endAction() { if (IsState(MotorState.CustomAction)) { // smooth out or sudden stop Vector2 vec = new Vector2(m_ActionState.ActionDir, 1) * m_ActionState.GetActionVelocity(); m_VelocityXSmoothing = vec.x; m_Velocity = vec; changeState(IsGrounded() ? MotorState.OnGround : MotorState.Falling); } }