public void Update()
        {
            if (battery != null)
            {
                battery.charge = battery.capacity;
            }

            if (energyMixin != null)
            {
                energyMixin.AddEnergy(energyMixin.capacity - energyMixin.charge);
            }

            timer += Time.deltaTime;

            if (timer > changeTime)
            {
                currentStrength = nextStrength;
                nextStrength    = currentStrength == 2 ? 0 : 2;

                timer = 0.0f;
            }

            if (renderer == null)
            {
                return;
            }
            renderer.material.SetFloat(ShaderPropertyID._GlowStrength, Mathf.Lerp(currentStrength, nextStrength, timer / changeTime));
            renderer.material.SetFloat(ShaderPropertyID._GlowStrengthNight, Mathf.Lerp(currentStrength, nextStrength, timer / changeTime));
        }