private void Update()
{
// ground check
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
MyInput();
SpeedControl();
StateHandler();
TextStuff();
// handle drag
if (state == MovementState.walking || state == MovementState.sprinting || state = MovementState.crouching)
rb.drag = groundDrag;
else
rb.drag = 0;
}