using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Tilemaps; public class TilemapActivation : MonoBehaviour { Tilemap _tilemap; Collider2D _tilemapColliders; [SerializeField] float disabledTransparency; [SerializeField] float transitionDuration; void Awake() { _tilemap = GetComponent(); _tilemapColliders = GetComponent(); _tilemapColliders.enabled = false; } public void ChangeTilemapState(bool enabled) { _tilemapColliders.enabled = _enabled = enabled; } bool _enabled; float _start; void Update() { float alpha = _enabled ? Mathf.Lerp(disabledTransparency, 1, (Time.time - _start) / transitionDuration) : Mathf.Lerp(1, disabledTransparency, (Time.time - _start) / transitionDuration); alpha = Mathf.Round(alpha * 5); alpha /= 5f; Color color = _tilemap.color; color = new Color(color.r, color.g, color.b, alpha); _tilemap.color = color; } }