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using Minis; | 
				
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using UnityEngine; | 
				
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using UnityEngine.InputSystem; | 
				
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using UnityEngine.VFX; | 
				
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 | 
				
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public class MidiMap : MonoBehaviour | 
				
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{ | 
				
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 | 
				
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    public VisualEffect m_VFX; | 
				
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 | 
				
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    // Point VFX Parameters
 | 
				
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    private int m_PLifeMax; | 
				
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    private int m_PRate; | 
				
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    private int m_PNoise; | 
				
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    private int m_PSpeed; | 
				
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    private int m_PRatio; | 
				
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    private int m_PGravity; | 
				
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    private int m_PFreq; | 
				
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    private int m_PTurb; | 
				
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 | 
				
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    // Line VFX Parameters
 | 
				
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    private int m_LToggle; | 
				
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    private int m_LRate; | 
				
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    private int m_LLifetime; | 
				
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    private int m_LRange; | 
				
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    private int m_LThickness; | 
				
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 | 
				
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    // Bubble VFX Parameters
 | 
				
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    private int m_BSize; | 
				
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    private int m_BRate; | 
				
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    private int m_BLifetime; | 
				
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    private int m_BTurb; | 
				
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    private int m_BFreq; | 
				
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    private int m_BForce; | 
				
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    private int m_BToggle; | 
				
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 | 
				
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 | 
				
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    float f_PLifeMax = 0f; | 
				
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    float f_PRate = 0f; | 
				
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    float f_PNoise = 0f; | 
				
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    float f_PSpeed = 0f; | 
				
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    float f_PRatio = 0f; | 
				
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    float f_PGravity = 0f; | 
				
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    float f_PFreq = 0f; | 
				
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    float f_PTurb = 0f; | 
				
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 | 
				
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    float f_LRate = 0f; | 
				
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    float f_LLifetime = 0f; | 
				
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    bool f_LToggle = false; | 
				
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    float f_LRange = 0f; | 
				
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    float f_LThickness = 0f; | 
				
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 | 
				
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    float f_BSize = 0f; | 
				
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    float f_BRate = 0f; | 
				
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    float f_BFreq = 0f; | 
				
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    float f_BLifetime = 0f; | 
				
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    float f_BTurb = 0f; | 
				
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    bool f_BToggle = false; | 
				
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 | 
				
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    float f_BForceX = 0f; | 
				
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    float f_BForceY = 0f; | 
				
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    float f_BForceZ = 0f; | 
				
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     | 
				
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 | 
				
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 | 
				
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 | 
				
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 | 
				
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    float testMIDI = 0f; | 
				
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    float testMIDInoise = 0f; | 
				
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 | 
				
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    float m_Slider = 0f; | 
				
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    bool m_BSlider = false; | 
				
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    float m_Potent = 0f; | 
				
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 | 
				
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 | 
				
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    float[] m_SliderIn = new float[8]; | 
				
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    float[] m_PotIn = new float[8]; | 
				
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 | 
				
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    void Start() | 
				
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    { | 
				
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 | 
				
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        m_PLifeMax = Shader.PropertyToID("Point Lifetime Max"); | 
				
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        m_PRate = Shader.PropertyToID("Point Rate"); | 
				
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        m_PRatio = Shader.PropertyToID("Turbulences Ratio"); | 
				
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        m_PNoise = Shader.PropertyToID("Noise"); | 
				
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        m_PSpeed = Shader.PropertyToID("Turbulences Speed"); | 
				
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        m_PFreq = Shader.PropertyToID("Turbulences Frequency"); | 
				
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        m_PGravity = Shader.PropertyToID("Gravity Point"); | 
				
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        m_PTurb = Shader.PropertyToID("Turbulences"); | 
				
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 | 
				
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        m_LToggle = Shader.PropertyToID("Toggle Line"); | 
				
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        m_LRate = Shader.PropertyToID("Line Rate"); | 
				
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        m_LLifetime = Shader.PropertyToID("Line Lifetime"); | 
				
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        m_LRange = Shader.PropertyToID("Line Range"); | 
				
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        m_LThickness = Shader.PropertyToID("Line Thickness"); | 
				
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 | 
				
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        m_BFreq = Shader.PropertyToID("Bubble Turbulences Frequency"); | 
				
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        m_BRate = Shader.PropertyToID("Bubble Rate"); | 
				
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        m_BLifetime = Shader.PropertyToID("Bubble Lifetime"); | 
				
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        m_BTurb = Shader.PropertyToID("Bubble Turbulences"); | 
				
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        m_BForce = Shader.PropertyToID("Bubble Force"); | 
				
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        m_BToggle = Shader.PropertyToID("Toggle Bubble"); | 
				
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        m_BSize = Shader.PropertyToID("Bubble Size"); | 
				
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 | 
				
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 | 
				
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        InputSystem.onDeviceChange += (device, change) => | 
				
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        { | 
				
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            if (change != InputDeviceChange.Added) { | 
				
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               | 
				
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                return; | 
				
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            } | 
				
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 | 
				
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            var midiDevice = device as Minis.MidiDevice; | 
				
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 | 
				
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            if (midiDevice == null) | 
				
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            { | 
				
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              | 
				
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                return; } | 
				
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 | 
				
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            midiDevice.onWillControlChange += (device, change) => | 
				
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            { | 
				
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                if(device.controlNumber == 61)  | 
				
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                { | 
				
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                    if (m_BSlider) | 
				
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                    { | 
				
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                        m_BSlider = false; | 
				
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                        return; | 
				
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                    } | 
				
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                    // Left
 | 
				
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                    m_Slider -= 1; | 
				
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                    if(m_Slider < 0) { m_Slider = 2; } | 
				
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                    m_BSlider = true; | 
				
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                } | 
				
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 | 
				
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                if (device.controlNumber == 62) | 
				
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                { | 
				
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                    // Right
 | 
				
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                    if (m_BSlider) | 
				
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                    { | 
				
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                        m_BSlider = false; | 
				
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                        return; | 
				
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                    } | 
				
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                     | 
				
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                    m_Slider += 1; | 
				
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                    if (m_Slider > 2) { m_Slider = 0; } | 
				
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                    m_BSlider = true; | 
				
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                } | 
				
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 | 
				
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 | 
				
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              | 
				
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                if(device.controlNumber < 8) | 
				
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                { | 
				
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                    m_SliderIn[device.controlNumber] = (float)change; | 
				
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                } | 
				
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 | 
				
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                if (device.controlNumber >= 16 && device.controlNumber <=23) | 
				
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                { | 
				
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 | 
				
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                    m_PotIn[device.controlNumber - 16] = (float)change; | 
				
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                } | 
				
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 | 
				
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 | 
				
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            }; | 
				
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        }; | 
				
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 | 
				
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         | 
				
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    } | 
				
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 | 
				
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    void Update() | 
				
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    { | 
				
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        foreach (var item in m_PotIn) | 
				
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        { | 
				
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            Debug.Log(item); | 
				
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        } | 
				
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        SetupVFX(); | 
				
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 | 
				
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    } | 
				
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 | 
				
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    void SetupVFX() | 
				
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    { | 
				
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        var eventAttribute = m_VFX.CreateVFXEventAttribute(); | 
				
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        m_VFX.SetFloat(m_PRate, f_PRate); | 
				
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        m_VFX.SetFloat(m_PLifeMax, f_PLifeMax); | 
				
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        m_VFX.SetFloat(m_PNoise, f_PNoise); | 
				
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        m_VFX.SetFloat(m_PTurb, f_PTurb); | 
				
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        m_VFX.SetFloat(m_PSpeed, f_PSpeed); | 
				
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 | 
				
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        m_VFX.SetFloat(m_LRate, f_LRate); | 
				
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        m_VFX.SetFloat(m_LLifetime, f_LLifetime); | 
				
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        m_VFX.SetBool(m_LToggle, f_LToggle); | 
				
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        m_VFX.SetFloat(m_LRange, f_LRange); | 
				
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        m_VFX.SetFloat(m_LThickness, f_LThickness); | 
				
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 | 
				
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        m_VFX.SetFloat(m_BSize, f_BSize); | 
				
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        m_VFX.SetFloat(m_BRate, f_BRate); | 
				
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        m_VFX.SetFloat(m_BFreq, f_BFreq); | 
				
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        m_VFX.SetFloat(m_BLifetime, f_BLifetime); | 
				
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        m_VFX.SetFloat(m_BTurb, f_BTurb); | 
				
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        m_VFX.SetBool(m_BToggle, f_BToggle); | 
				
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 | 
				
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        m_VFX.SetVector3(m_BForce, new Vector3(f_BForceX, f_BForceY, f_BForceZ)); | 
				
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 | 
				
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    } | 
				
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} | 
				
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