using System.Collections; using System.Collections.Generic; using Cinemachine; using Unity.VisualScripting; using UnityEngine; public class ActuationsSine : MonoBehaviour { private Material m_ActuationsMaterial; public SkinnedMeshRenderer m_Material; public CinemachineVirtualCamera m_Camera; public float m_CameraFOVMin; public float m_CameraFOVMax; private float m_Sin = 0f; public float m_SinValue = 0.1f; private void Start(){ m_ActuationsMaterial = m_Material.GetComponent().sharedMaterial; Debug.Log(m_ActuationsMaterial.name); } private void Update(){ m_Sin += m_SinValue; float sin = Mathf.Sin(m_Sin); float mappedFOV = Map(m_CameraFOVMin, m_CameraFOVMax, -1, 1, sin); m_Camera.m_Lens.FieldOfView = mappedFOV; float mappedVertex = Map(50f, 10f, -1, 1, sin); m_ActuationsMaterial.SetFloat("Vector1_B2CC132F", mappedVertex); } public float Map(float from, float to, float from2, float to2, float value){ if(value <= from2){ return from; }else if(value >= to2){ return to; }else{ return (to - from) * ((value - from2) / (to2 - from2)) + from; } } }