private void Jump(float force) { Vector2 velocity = rb.velocity; velocity.x = force / 3 * Mathf.Cos((float)angle * Mathf.Deg2Rad); float xForceFaultCoeficient = angle > 90f ? angle - 90f : 90f - angle; float yVelocity = force - xForceFaultCoeficient / 30f; velocity.y = yVelocity > 1f ? yVelocity : 1f; if (yVelocity > 2) { jumper.AnimateJump(); } else { jumper.AnimateStand(); } rb.velocity = velocity; }