internal void Tick() { mUnitComponent.Acceleration = Vector2.ClampMagnitude(mUnitComponent.Acceleration, mUnitComponent.MaxAcceleration); mUnitComponent.Velocity += (mUnitComponent.Acceleration * Time.deltaTime); mUnitComponent.Velocity = Vector2.ClampMagnitude(mUnitComponent.Velocity, mUnitComponent.MaxVelocity); if (mUnitComponent.Velocity.sqrMagnitude > kEpsilon) { mUnitComponent.Position += mUnitComponent.Velocity * Time.deltaTime; transform.position = VectorHelpers.Vector2ToVector3(mUnitComponent.Position, transform.position.y); } }