float lerpedWhammyVal(GamepadInput gamepad) { float rawVal = -1; if (gamepad.connected) { rawVal = gamepad.GetWhammyInput(); } if (!canWhammy) { currentWhammyVal = -1; } else { if (rawVal > currentWhammyVal) { currentWhammyVal += whammyLerpSpeed * Time.deltaTime; if (currentWhammyVal > rawVal) { currentWhammyVal = rawVal; } } else if (rawVal.Round(2) < currentWhammyVal) { currentWhammyVal -= whammyLerpSpeed * Time.deltaTime; if (currentWhammyVal < rawVal) { currentWhammyVal = rawVal; } } } return(currentWhammyVal); }