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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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