public void ReleaseItem(bool enableThrow = true) { if (_itemBeingHeld != null) // e sempre deveria ser... { _itemBeingHeld.Release(); //Throw if (Mathf.Abs(_playerRb.velocity.x) > MinSpeedToThrow && enableThrow == true) { _itemBeingHeld.GetRigidBody2d().velocity = new Vector2(1f * Mathf.Sign(_playerRb.velocity.x), 1f).normalized *ThrowForce; } _itemBeingHeld = null; } }