I am using color.lerp on a sprite renderer to interpolate between yellow and red based on values I have in a dataset. I also want the transparency of the sprites to depend on the value so lower values will be more transparent. The color.lerp works fine but I am now having trouble getting the alpha levels of the sprite to depend on the value as well! Here is my code so far:
using UnityEngine;
using System.Collections;
public class Intensity : MonoBehaviour {
public float value;
private float alpha;
void Start() {
if (GetComponent<SpriteRenderer> ()) {
SpriteRenderer r = GetComponent<SpriteRenderer> ();
r.color = new Color32 ();
r.color = Color.Lerp (Color.yellow, Color.red, value / 100);
}
if (GetComponent<MeshRenderer> ()) {
MeshRenderer r = GetComponent<MeshRenderer> ();
Material m = r.material;
Color c = new Color ();
m.color = c;
alpha = Mathf.Lerp(0, 1, value/100) ;
c.a = alpha;
}
}
}
Any ideas to make this work would be greatly appreciated!
Thank you, Jen