void Move()
    {
        //If the player is at an angle > 45 and on air, we prevent them from being able to move
        //if(Mathf.Abs(angleWithGround) > 45f && !isGrounded)return;
        if(gotHurt)return;


        if(Mathf.Abs(relativeVel.x) < currentMaxSpeed && !dashing)
        {
            Debug.Log("Miru Accelerating...");
            //To simulate real life acceleration, damping is done based on player's current speed
            //We are checking if the player has changed direction or not
            //If they changed direction, we add some extra speed for decelerating faster
            if(horiz == Mathf.Sign(relativeVel.x) || Mathf.Abs(relativeVel.x) < 0.2f)
            {
                dampForce = currentSpeedFraction;
                // if(Mathf.Sign(dampForce) == -1)
                // {
                //     dampForce -= 0.15f;
                // }else
                // {
                //     dampForce += 0.15f;
                // }
            }else
            {
                dampForce = currentSpeedFraction * decelerationSpeed;
            }
            

            //If the player is on a slope, depending upon how steep it is, a damping multiplier is calculated
            angleMultiplier = (Mathf.Sin(angleWithGround * Mathf.Deg2Rad));

            //If player trying to go downhill, we add extra acceleration boost
            //If player is going uphill, we can reduce the slowness
            if((horiz == relativeGravityXDirection && horiz != 0) || horiz == 0)
            {
                angleMultiplier *= downHillGravityMultiplier;
            }else
            {
                angleMultiplier *= -upHillGravityMultiplier;
            }
            if(!isGrounded)
            {
                slopeGravityForce = 0f;
            }else
            {
                slopeGravityForce = angleMultiplier * Time.deltaTime;
            }
            
            float movementForce = accel * dampForce * Time.deltaTime;
            
            //Extra speed if on slopes, normal if normal ground
            if(isGrounded && angleWithGround != 0f)
            {

                rb.AddForce(transform.right * movementForce + transform.right * slopeGravityForce);

            }else
            {
                rb.AddForce(transform.right * movementForce);

            }
        }
    }