private void OnLand()
 {
     PlayerAnimation.Falling(false);
     PlayerAnimation.Moving(false);
     Context._currentMovementVector = Vector3.zero;
     fixedUpdateFunc = () => { };
 }
 public override void OnEnter()
 {
     Context.ResetInputs();
     if (!Context.OnGround())
     {
         fixedUpdateFunc = ContinueInAirMovement;
     }
     else
     {
         OnLand();
     }
 }