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() {
}
}