using System.Collections; using UnityEngine; using UnityEngine.Experimental.Rendering.Universal; [RequireComponent(typeof(Light2D))] public class LightIntensityController : MonoBehaviour { [SerializeField] float minIntensity = 0.0f; [SerializeField] float maxIntensity = 0.0f; [SerializeField] float minTime = 0.0f; [SerializeField] float maxTime = 0.0f; private IEnumerator Start() { Light2D light = GetComponent(); while (true) { float startIntensity = light.intensity; float targetIntensity = Random.Range(minIntensity, maxIntensity); float targetTime = Random.Range(minTime, maxTime); for (float t = 0; t < targetTime; t += Time.deltaTime) { light.intensity = Mathf.Lerp(startIntensity, targetIntensity, t / targetTime); yield return null; } } } }