AnimationCurve.Evaluate not working
This issue is likely due to the AnimationCurve
being set to Loop
wrap mode, which is currently not supported by the Luna Plugin. Consequently, AnimationCurve.Evaluate()
will be a value that always increments. To simulate the loop this value should decrement too.
Possible solution:
Set the wrap mode to
Default
, then add the decrement logic for the curve evaluation in your code:float val = (Time.deltaTime / 8) * AnimationSpeedReduction;
ShinyLightCurveTime += _increment ? val : val * -1;
if (ShinyLightCurveTime >= 1f)
{
_increment = false;
} else if (ShinyLightCurveTime <= 0f)
{
_increment = true;
}