private Vector3 GetDesiredHorizontalVelocity()
{
// Find desired velocity
Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);
float maxSpeed = MaxSpeedInDirection(desiredLocalDirection);
if (grounded)
{
// Modify max speed on slopes based on slope speed multiplier curve
float movementSlopeAngle = Mathf.Asin( movVelocity.normalized.y) * Mathf.Rad2Deg;
maxSpeed *= slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
}
return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}