using System.Collections; using UnityEngine; public class Trailer_WorldCreation_TileFlicker : MonoBehaviour { [SerializeField] private SpriteRenderer _renderer; [SerializeField] private Sprite[] _GlitchSprites; [SerializeField] private Sprite TargetSprite; [SerializeField] private int GlitchAmount; [SerializeField] private float GlitchInterval; private void Awake() { _renderer = GetComponent(); _renderer.enabled = false; TargetSprite = _renderer.sprite; GlitchAmount = Random.Range(1, 10); GlitchInterval = Random.Range(0.005f, 0.025f); } public void StartGlitching() { _renderer.enabled = true; StartCoroutine(GlitchLoop()); } private IEnumerator GlitchLoop() { for (int i = 0; i < GlitchAmount; i++) { _renderer.color = Random.ColorHSV(); _renderer.sprite = _GlitchSprites[Random.Range(0, _GlitchSprites.Length)]; yield return new WaitForSeconds(GlitchInterval); } _renderer.color = Color.white; _renderer.sprite = TargetSprite; } }