using System.Collections; using UnityEngine; public class DissolveHelper : MonoBehaviour { [SerializeField] ParticleSystem _dissolveParticlesPrefab = default; [SerializeField] float _dissolveDuration = 1f; private MeshRenderer _renderer; private ParticleSystem _particules; private MaterialPropertyBlock _materialPropertyBlock; [ContextMenu("Trigger Dissolve")] public void TriggerDissolve() { if (_materialPropertyBlock == null) { _materialPropertyBlock = new MaterialPropertyBlock(); } InitParticleSystem(); StartCoroutine(DissolveCoroutine()); } [ContextMenu("Reset Dissolve")] private void ResetDissolve() { _materialPropertyBlock.SetFloat("_Dissolve", 0); _renderer.SetPropertyBlock(_materialPropertyBlock); } private void InitParticleSystem() { _particules = GameObject.Instantiate(_dissolveParticlesPrefab, transform); _renderer = GetComponent(); ParticleSystem.ShapeModule shapeModule = _particules.shape; shapeModule.meshRenderer = _renderer; shapeModule.enabled = true; ParticleSystem.MainModule mainModule = _particules.main; mainModule.duration = _dissolveDuration; } public IEnumerator DissolveCoroutine() { float normalizedDeltaTime = 0; _particules.Play(); while (normalizedDeltaTime < _dissolveDuration) { normalizedDeltaTime += Time.deltaTime; float remappedValue = VFXUtil.RemapValue(normalizedDeltaTime, 0, _dissolveDuration, 0, 1); _materialPropertyBlock.SetFloat("_Dissolve", remappedValue); _renderer.SetPropertyBlock(_materialPropertyBlock); yield return null; } GameObject.Destroy(_particules.gameObject); } }