using System.Collections; using System.Collections.Generic; using UnityEngine; public class FadingTile : MonoBehaviour { static LevelController levelController; SpriteRenderer spriteRenderer; void Awake() { spriteRenderer = GetComponent(); if (!levelController) { levelController = GameObject.Find("Level Controller").GetComponent(); } } void FixedUpdate() { HandleAnimation(); } void HandleAnimation() { //determine the brightness based on distance from the center of the tilemap float distance = Vector3.Distance(transform.localPosition, Vector3.zero) / 32f; //bugfix for tile under the fire if (distance == 0) { distance = 0.5f; } float brightness = 1 - Mathf.Log(distance, 10) + levelController.globalLightLevel - 0.5f; Color color = Color.white; color.a = brightness; spriteRenderer.color = color; } }