using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.Serialization;

public class SpringToTarget : MonoBehaviour

{

public Texture2D noiseTex;

public Material waterMaterial;

public float waveSpeed = 0.796f;

public float waveAmount = 0.608f;

public float waveHeight = 0.2f;

public Transform target;

public SimpleSpring spring;

float WaterHeightAt(float x, float z, float t) {

Vector2 uv = (new Vector2(x, z)) * -0.1f + Vector2.one * 0.5f;

float noiseSample = SampleNoiseTexture(uv * 0.4f);

return Mathf.Sin(t * 2f * waveSpeed + (x * z * waveAmount * noiseSample)) * waveHeight;

}

float SampleNoiseTexture(Vector2 uv) {

Color c = noiseTex.GetPixelBilinear(uv.x, uv.y);

Debug.Log($"color={c.r}");

return c.r;

}

private void Start()

{

//set spring initial state

spring.currentPosition = transform.position.y;

}

private void Update() {

}

}