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50f; + [SerializeField, Range(0f, .5f)] float acceleration = .1f; + [SerializeField, Range(0f, .5f)] float flipSmooth = .1f; + [SerializeField] float jumpForce = 10f; + + Vector2 _input; + float _xVelocity, _flipVelocity; + int _facingDirection = 1; + Rigidbody2D _rb2d; + + [Space] + [SerializeField] LayerMask groundMask; + [SerializeField, Range(0f, 1f)] float feetHeight; + [SerializeField, Range(0f, 2f)] float feetWidth; + [SerializeField] Transform feetPos; + bool _isGrounded; + + [SerializeField, Range(0f, .5f)] float coyoteTime; + float _coyoteTime; + [SerializeField, Range(0f, .5f)] float jumpBuffer; + float _jumpBuffer; + + void Awake() { + _rb2d = GetComponent(); + } + + void Update() { + _input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); + _facingDirection = _input.x switch { + > 0f => 1, + < 0f => -1, + _ => _facingDirection + }; + + transform.localScale = + new Vector3(Mathf.SmoothDamp(transform.localScale.x, _facingDirection, ref 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