using System.Collections; using System.Collections.Generic; using UnityEngine; public class DissolveEffect : MonoBehaviour { List _renderer = new List(); [SerializeField] private string _param = "_Dissolve"; [SerializeField] private float _fromValue = 0; [SerializeField] private float _toValue = 1; [SerializeField] private float _time; private bool _action = false; private float _timeElapsed = 0; private float _currentValue = 0; private void Awake() { _renderer.AddRange(GetComponentsInChildren()); } [ContextMenu("Dissolve")] public void Dissolve() { _action = true; } private void Update() { if (!_action) return; if (_timeElapsed < _time) { _currentValue = Mathf.Lerp(_fromValue, _toValue, _timeElapsed / _time); for (int i = 0; i < _renderer.Count; i++) { for (int h = 0; h < _renderer[i].materials.Length; h++) { _renderer[i].materials[h].SetFloat(_param, _currentValue); } } _timeElapsed += Time.deltaTime; } } }