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301 lines
9.1 KiB
301 lines
9.1 KiB
1 year ago
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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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[ExecuteInEditMode]
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[System.Serializable]
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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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public float f_PLifeMax = 20f;
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public float f_PRate = 70000f;
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public float f_PNoise = 5f;
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public float f_PSpeed = 5f;
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public float f_PRatio = 1f;
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public float f_PGravity = 0f;
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public float f_PFreq = 5f;
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public float f_PTurb = 5f;
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public float f_LRate = 10000f;
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public float f_LLifetime = 5f;
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public bool f_LToggle = false;
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public float f_LRange = 1f;
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public float f_LThickness = 1f;
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public float f_BSize = 1f;
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public float f_BRate = 10000f;
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public float f_BFreq = 10f;
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public float f_BLifetime = 10f;
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public float f_BTurb = 10f;
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public bool f_BToggle = false;
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public float f_BForceX = 0f;
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public float f_BForceY = 0f;
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public float f_BForceZ = 0f;
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private float m_Slider = 0f;
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private bool m_BSlider = false;
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private float m_Potent = 0f;
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private bool m_BPotent = false;
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private float[] m_SliderIn = new float[8];
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private 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 == 58)
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{
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if (m_BPotent)
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{
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m_BPotent = false;
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return;
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}
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// Left
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m_Potent -= 1;
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if (m_Potent < 0) { m_Potent = 2; }
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m_BPotent = true;
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}
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if (device.controlNumber == 59)
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{
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// Right
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if (m_BPotent)
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{
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m_BPotent = false;
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return;
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}
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m_Potent += 1;
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if (m_Potent > 2) { m_Potent = 0; }
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m_BPotent = 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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// Debug.Log(device.controlNumber);
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Debug.Log(m_Slider + ":" + m_Potent);
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if (device.controlNumber == 32)
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{
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f_PGravity = -9.8f * (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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// Debug.Log(m_Slider);
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SetupVFXTest();
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}
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void SetupVFXTest()
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{
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if(m_Slider == 0)
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{
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// Points
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m_VFX.SetFloat(m_PRate, f_PRate * m_SliderIn[0]);
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m_VFX.SetFloat(m_PLifeMax, f_PLifeMax * m_SliderIn[1]);
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m_VFX.SetFloat(m_PNoise, f_PNoise * m_SliderIn[2]);
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m_VFX.SetFloat(m_PTurb, f_PTurb * m_SliderIn[3]);
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m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[4]);
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m_VFX.SetFloat(m_PRatio, f_PRatio * m_SliderIn[5]);
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m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[6]);
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m_VFX.SetFloat(m_PFreq, f_PFreq * m_SliderIn[7]);
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m_VFX.SetVector3(m_PGravity, new Vector3(0, f_PGravity, 0));
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}
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if (m_Slider == 1)
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{
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// Points
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m_VFX.SetBool(m_LToggle, true);
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m_VFX.SetFloat(m_LRate, f_LRate * m_SliderIn[0]);
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m_VFX.SetFloat(m_LLifetime, f_LLifetime * m_SliderIn[1]);
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m_VFX.SetFloat(m_LRange, f_LRange * m_SliderIn[2]);
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m_VFX.SetFloat(m_LThickness, f_LThickness * m_SliderIn[3]);
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//m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[4]);
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//m_VFX.SetFloat(m_PRatio, f_PRatio * m_SliderIn[5]);
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//m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[6]);
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//m_VFX.SetFloat(m_PFreq, f_PFreq * m_SliderIn[7]);
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}
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if (m_Slider == 2)
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{
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m_VFX.SetBool(m_BToggle, true);
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m_VFX.SetFloat(m_BRate, f_BRate * m_SliderIn[0]);
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m_VFX.SetFloat(m_BSize, f_BSize * m_SliderIn[1]);
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m_VFX.SetFloat(m_BFreq, f_BFreq * m_SliderIn[2]);
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m_VFX.SetFloat(m_BLifetime, f_BLifetime * m_SliderIn[3]);
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m_VFX.SetFloat(m_BTurb, f_BTurb * m_SliderIn[4]);
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m_VFX.SetVector3(m_BForce, new Vector3(0, -9.8f * m_SliderIn[5], 0));
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}
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if (m_Potent == 0)
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{
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// Points
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m_VFX.SetFloat(m_PRate, f_PRate * m_PotIn[0]);
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m_VFX.SetFloat(m_PLifeMax, f_PLifeMax * m_PotIn[1]);
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m_VFX.SetFloat(m_PNoise, f_PNoise * m_PotIn[2]);
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m_VFX.SetFloat(m_PTurb, f_PTurb * m_PotIn[3]);
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m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_PotIn[4]);
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m_VFX.SetFloat(m_PRatio, f_PRatio * m_PotIn[5]);
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m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_PotIn[6]);
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m_VFX.SetFloat(m_PFreq, f_PFreq * m_PotIn[7]);
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m_VFX.SetVector3(m_PGravity, new Vector3(0, f_PGravity, 0));
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}
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if (m_Potent == 1)
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{
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// Points
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m_VFX.SetBool(m_LToggle, true);
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m_VFX.SetFloat(m_LRate, f_LRate * m_PotIn[0]);
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m_VFX.SetFloat(m_LLifetime, f_LLifetime * m_PotIn[1]);
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m_VFX.SetFloat(m_LRange, f_LRange * m_PotIn[2]);
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m_VFX.SetFloat(m_LThickness, f_LThickness * m_PotIn[3]);
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//m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[4]);
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//m_VFX.SetFloat(m_PRatio, f_PRatio * m_SliderIn[5]);
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//m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[6]);
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//m_VFX.SetFloat(m_PFreq, f_PFreq * m_SliderIn[7]);
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}
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if (m_Potent == 2)
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{
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m_VFX.SetBool(m_BToggle, true);
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m_VFX.SetFloat(m_BRate, f_BRate * m_PotIn[0]);
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m_VFX.SetFloat(m_BSize, f_BSize * m_PotIn[1]);
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m_VFX.SetFloat(m_BFreq, f_BFreq * m_PotIn[2]);
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m_VFX.SetFloat(m_BLifetime, f_BLifetime * m_PotIn[3]);
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m_VFX.SetFloat(m_BTurb, f_BTurb * m_PotIn[4]);
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m_VFX.SetVector3(m_BForce, new Vector3(0, -9.8f * m_PotIn[5], 0));
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}
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}
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}
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