private float EvaluateCurve(AnimationCurve curve, MinMaxFloat minMaxContainer) { float num = UnityEngine.Random.Range(0f - AIController.instance.settings.curveVarianceMax, AIController.instance.settings.curveVarianceMax) * (minMaxContainer.max - minMaxContainer.min); float num2 = Mathf.Lerp(minMaxContainer.max, minMaxContainer.min, curve.Evaluate(DifficultyFactor)); return(minMaxContainer.ClampInside(num2 + num)); }