void updateAnimationVars()
    {
        float value = InterpolationUtil.moveInLinear(Time.timeSinceLevelLoad - animationStartTime, 0, duration, 1);

        if (value >= 1)
        {
            value       = 100;
            fillAnimate = false;
        }
        getMaterial().SetFloat("_FillValue", value);
    }
    void updateAnimationVars()
    {
        float value = 1 - InterpolationUtil.moveInLinear(Time.realtimeSinceStartup - animationStartTime, 0, duration, 1);

        if (value <= 0)
        {
            value       = 0;
            fillAnimate = false;
        }

        material.SetFloat(FILL_VALUE_ID, value);
    }