private void FadeSplatter() { if (!_readyToFade) { return; } float currentTime = Time.time; if (currentTime <= _startTime + _fadeDuration) { float ratio = (currentTime - _startTime) / _fadeDuration; byte alpha = (byte)(255f - ratio * 255); _spriteRenderer.color = new Color(_spriteRenderer.color.r, _spriteRenderer.color.g, _spriteRenderer.color.b, alpha); } else { _spriteRenderer.color = new Color(_spriteRenderer.color.r, _spriteRenderer.color.g, _spriteRenderer.color.b, 255f); _readyToFade = false; _spriteRenderer.enabled = false; _crosshair.ReturnToPool(this.gameObject); } }