using UnityEngine;
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public class XRayShadowController : MonoBehaviour
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{
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public float duration;
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public float deleteTime;
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public MeshRenderer meshRenderer;
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void Update()
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{
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float tempTime = deleteTime - Time.time;
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if (tempTime <= 0)
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{
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Destroy(gameObject);
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}
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else if (meshRenderer.material)
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{
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float rate = tempTime / duration;
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Color cal = meshRenderer.material.GetColor("_RimColor");
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cal.a *= rate;
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meshRenderer.material.SetColor("_RimColor", cal);
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}
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}
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public void SetColor(Color color)
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{
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if (meshRenderer && meshRenderer.material)
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{
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meshRenderer.material.SetColor("_RimColor", color);
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}
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}
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public void SetIntensity(float intensity)
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{
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if (meshRenderer && meshRenderer.material)
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{
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meshRenderer.material.SetFloat("_RimIntensity", intensity);
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}
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}
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}
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