using UnityEngine; namespace EnergyBarToolkit { public class EnergyBarCommons { public static void SmoothDisplayValue(ref float displayValue, float target, float speed) { if (!Application.isPlaying) { displayValue = target; return; } float num = target - displayValue; if (num != 0f) { float num2 = ((!(num < 0f)) ? speed : (0f - speed)); num2 *= Time.deltaTime; if (Mathf.Abs(num2) > Mathf.Abs(num)) { displayValue = target; } else { displayValue += num2; } } } public static bool Blink(float val, float blinkVal, float rate, ref float accum) { if (val <= blinkVal) { return Blink(rate, ref accum); } return false; } public static bool Blink(float rate, ref float accum) { float num = rate * 2f; if (rate > 0f) { accum += Time.deltaTime; int num2 = (int)(accum / (1f / rate)); accum -= 1f / rate * (float)num2; } return accum > 1f / num; } } }