void ColorFade()
{
fadeTimer += Time.deltaTime;
if (fadeTimer > fadeTime)
{
currentColors = paintableTexture.GetPixels32();
for (int x = 0; x <= 99; ++x)
{
for (int y = 0; y <= 99; ++y)
{
// Need to transform x and y coordinates to flat coordinates of array
int array_pos = y * (int)paintableSprite.rect.width + x;
// Check if this is a valid position
if (array_pos >= currentColors.Length || array_pos < 0)
return;
if (currentColors[array_pos].a > 0)
{
Color colorChange = new Color(currentColors[array_pos].r,
currentColors[array_pos].g, currentColors[array_pos].b,
currentColors[array_pos].a - fadeAmount);
currentColors[array_pos] = colorChange;
Debug.Log(currentColors[array_pos].a);
}
else
{
currentColors[array_pos] = new Color(currentColors[array_pos].r,
currentColors[array_pos].g, currentColors[array_pos].b, 0);
}
}
}
paintableTexture.SetPixels32(currentColors);
paintableTexture.Apply();
fadeTimer = 0;
}
}
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