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var light = hit.collider.gameObject.AddComponent<Light2D>();
light.SetShapePath(new Vector3[4]
{
new Vector3(-0.5f, -0.5f),
new Vector3(0.5f, -0.5f),
new Vector3(0.5f, 0.5f),
new Vector3(-0.5f, 0.5f)
});
light.lightType = Light2D.LightType.Freeform;
light.shadowIntensity = 0.1f;
light.falloffIntensity = 0;
light.shapeLightFalloffSize = 0;
light.intensity = 0; // Start with 0 intensity
StartCoroutine(FadeInLight(light, 1f, 2f));
IEnumerator FadeInLight(Light2D light, float targetIntensity, float duration)
{
float initialIntensity = light.intensity;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
light.intensity = Mathf.Lerp(initialIntensity, targetIntensity, elapsed / duration);
yield return null;
PopupTextWorld.Popup("x", transform.position, Vector3.up * 2, 1f);
}
PopupTextWorld.Popup("x done", transform.position, Vector3.up * 2, 1f);
light.intensity = targetIntensity;
}
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