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using System.Collections;
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using System.Collections.Generic;
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using Cinemachine;
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using Unity.VisualScripting;
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using UnityEngine;
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public class ActuationsSine : MonoBehaviour
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{
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private Material m_ActuationsMaterial;
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public SkinnedMeshRenderer m_Material;
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public CinemachineVirtualCamera m_Camera;
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public float m_CameraFOVMin;
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public float m_CameraFOVMax;
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private float m_Sin = 0f;
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public float m_SinValue = 0.1f;
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private void Start(){
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m_ActuationsMaterial = m_Material.GetComponent<SkinnedMeshRenderer>().sharedMaterial;
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Debug.Log(m_ActuationsMaterial.name);
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}
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private void Update(){
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m_Sin += m_SinValue;
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float sin = Mathf.Sin(m_Sin);
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float mappedFOV = Map(m_CameraFOVMin, m_CameraFOVMax, -1, 1, sin);
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m_Camera.m_Lens.FieldOfView = mappedFOV;
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float mappedVertex = Map(90f, 50f, -1, 1, sin);
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m_ActuationsMaterial.SetFloat("Vector1_B2CC132F", mappedVertex);
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}
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public float Map(float from, float to, float from2, float to2, float value){
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if(value <= from2){
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return from;
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}else if(value >= to2){
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return to;
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}else{
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return (to - from) * ((value - from2) / (to2 - from2)) + from;
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}
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}
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}
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