protected virtual void ApplyHorizontalVelocity(float force)
 {
     this.Rigidbody2D.velocity += Vector2f.UnitX.ToVector2() * force * this.AccelerationPower * Time.deltaTime;
     this.Rigidbody2D.velocity  = Vector2f.ClampX(this.Rigidbody2D.velocity, -this.Speed, this.Speed);
 }