private void AutoDecreaseHype()
{
if (!MaxHypeReached || (MaxHypeReached && lastMaxHypeReachTimeDelta > HYPE_POWER_AVAILABLE_TIME_SECONDS))
{
float adrenalineShotPowerValue = currentAdrenalineShot != null ? currentAdrenalineShot.HypePowerValue : 1;
HypeSliderController.Value = Math.Max(0, HypeSliderController.Value - (BASE_HYPE_AUTO_DECREASE_VALUE / playerPropertyService.HypePowerLevel / adrenalineShotPowerValue));
DisableMaxHype();
}
}