void InputToVelocity() { moveVec = Vector2.zero; float currentMoveSpeed; animationController.GetCurrentState(); if (animationController.animationHashes.hs_Current == animationController.animationHashes.hs_Dash || animationController.animationHashes.hs_Current == animationController.animationHashes.hs_Air_Dash) { currentMoveSpeed = dashForce; moveVec.x = (inputVec.x == 0 ? Mathf.Sign(transform.localScale.x) : inputVec.x) * currentMoveSpeed; } else { currentMoveSpeed = moveSpeed; moveVec.x = inputVec.x * currentMoveSpeed; } if (animationController.animationHashes.hs_Current == animationController.animationHashes.hs_Air_Dash) { verticalVelocity = 0; } moveVec.y = verticalVelocity; moveVec = moveVec * Time.deltaTime; }