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);
 }