private void UpdateEffect(ReadyShaftNode shaft, float value) { Vector3 position = shaft.weaponVisualRoot.transform.position; value = Mathf.Clamp01(value); Shader.SetGlobalVector(shaft.shaftAimingForceFieldReady.PropertyID, new Vector4(position.x, position.y, position.z, value)); }
private void UpdateEffect(ReadyShaftNode shaft) { this.UpdateEffect(shaft, 7.5f * (1f - shaft.weaponEnergy.Energy)); }
private void ResetEffect(ReadyShaftNode shaft) { this.UpdateEffect(shaft, 0f); }