using System; using UnityEngine; public class DisappearingEffect : MonoBehaviour { [SerializeField] private SpriteRenderer sprite; private float currentState; [SerializeField] private float decaySpeed; private Color originalColor; private void Start() { originalColor = sprite.color; } private void Update() { currentState += Time.deltaTime * decaySpeed; sprite.color = Color.Lerp(originalColor, Color.clear, currentState); } }