Cailean Finn
1 year ago
11 changed files with 2995 additions and 10781 deletions
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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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public class MidiMap : MonoBehaviour |
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{ |
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public VisualEffect m_VFX; |
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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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// 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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// 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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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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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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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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float f_BForceX = 0f; |
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float f_BForceY = 0f; |
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float f_BForceZ = 0f; |
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float testMIDI = 0f; |
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float testMIDInoise = 0f; |
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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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float[] m_SliderIn = new float[8]; |
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float[] m_PotIn = new float[8]; |
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void Start() |
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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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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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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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InputSystem.onDeviceChange += (device, change) => |
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{ |
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if (change != InputDeviceChange.Added) { |
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return; |
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} |
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var midiDevice = device as Minis.MidiDevice; |
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if (midiDevice == null) |
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{ |
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return; } |
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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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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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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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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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if (device.controlNumber >= 16 && device.controlNumber <=23) |
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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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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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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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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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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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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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