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