Cailean Finn
1 year ago
20 changed files with 48850 additions and 11 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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[ExecuteInEditMode] |
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[System.Serializable] |
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public class MidiLiveMap : MonoBehaviour |
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{ |
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public VisualEffect m_VFX; |
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// All Controllable Variables for Act 4 PJ
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private int m_PLifeMin; |
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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_PTurbPosition; |
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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_PDrag; |
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private int m_ALRate; |
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private int m_PTurb; |
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public float f_PLifeMin = 5f; |
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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 = 0.5f; |
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public float f_PTurbPosition = 30f; |
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public float f_PRatio = 10f; |
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//public float f_PGravity = 0f;
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public float f_PFreq = 2f; |
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public float f_PTurb = 0.5f; |
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public float f_PTurbDrag = 8f; |
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public float f_ALRate = 1000f; |
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private float m_Slider = 0f; |
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private float m_Potent = 0f; |
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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_PLifeMin = Shader.PropertyToID("Pont Lifetime Min"); |
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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_PNoise = Shader.PropertyToID("Noise"); |
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m_PRatio = Shader.PropertyToID("Turbulences Ratio"); |
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m_PTurbPosition = Shader.PropertyToID("Turbulences Speed"); |
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m_PFreq = Shader.PropertyToID("Turbulences Frequency"); |
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m_PTurb = Shader.PropertyToID("Turbulences"); |
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m_PDrag = Shader.PropertyToID("Turbulence Drag"); |
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m_ALRate = Shader.PropertyToID("Antenna Rate"); |
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// m_PGravity = Shader.PropertyToID("Gravity Point");
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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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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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} |
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midiDevice.onWillControlChange += (device, change) => |
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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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// Points
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m_VFX.SetFloat(m_PLifeMin, f_PLifeMin * 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_PRate, f_PRate * m_PotIn[2]); |
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m_VFX.SetFloat(m_PNoise, f_PNoise * m_PotIn[3]); |
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// Vel Lines
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m_VFX.SetFloat(m_ALRate, f_ALRate * m_PotIn[4]); |
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// Turbulence's
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m_VFX.SetFloat(m_PRatio, f_PRatio * m_SliderIn[0]); |
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m_VFX.SetFloat(m_PTurb, f_PTurb * m_SliderIn[1]); |
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m_VFX.SetFloat(m_PFreq, f_PFreq * m_SliderIn[2]); |
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m_VFX.SetFloat(m_PDrag, f_PTurbDrag * m_SliderIn[3]); |
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m_VFX.SetFloat(m_PTurbPosition, f_PTurbPosition * m_SliderIn[5]); |
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} |
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} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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assetBundleName: |
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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]); |
||||
|
m_VFX.SetFloat(m_LLifetime, f_LLifetime * m_SliderIn[1]); |
||||
|
m_VFX.SetFloat(m_LRange, f_LRange * m_SliderIn[2]); |
||||
|
m_VFX.SetFloat(m_LThickness, f_LThickness * m_SliderIn[3]); |
||||
|
//m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[4]);
|
||||
|
//m_VFX.SetFloat(m_PRatio, f_PRatio * m_SliderIn[5]);
|
||||
|
//m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[6]);
|
||||
|
//m_VFX.SetFloat(m_PFreq, f_PFreq * m_SliderIn[7]);
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
} |
||||
|
if (m_Slider == 2) |
||||
|
{ |
||||
|
m_VFX.SetBool(m_BToggle, true); |
||||
|
m_VFX.SetFloat(m_BRate, f_BRate * m_SliderIn[0]); |
||||
|
m_VFX.SetFloat(m_BSize, f_BSize * m_SliderIn[1]); |
||||
|
m_VFX.SetFloat(m_BFreq, f_BFreq * m_SliderIn[2]); |
||||
|
m_VFX.SetFloat(m_BLifetime, f_BLifetime * m_SliderIn[3]); |
||||
|
m_VFX.SetFloat(m_BTurb, f_BTurb * m_SliderIn[4]); |
||||
|
m_VFX.SetVector3(m_BForce, new Vector3(0, -9.8f * m_SliderIn[5], 0)); |
||||
|
|
||||
|
|
||||
|
} |
||||
|
|
||||
|
if (m_Potent == 0) |
||||
|
{ |
||||
|
// Points
|
||||
|
m_VFX.SetFloat(m_PRate, f_PRate * m_PotIn[0]); |
||||
|
m_VFX.SetFloat(m_PLifeMax, f_PLifeMax * m_PotIn[1]); |
||||
|
m_VFX.SetFloat(m_PNoise, f_PNoise * m_PotIn[2]); |
||||
|
m_VFX.SetFloat(m_PTurb, f_PTurb * m_PotIn[3]); |
||||
|
m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_PotIn[4]); |
||||
|
m_VFX.SetFloat(m_PRatio, f_PRatio * m_PotIn[5]); |
||||
|
m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_PotIn[6]); |
||||
|
m_VFX.SetFloat(m_PFreq, f_PFreq * m_PotIn[7]); |
||||
|
m_VFX.SetVector3(m_PGravity, new Vector3(0, f_PGravity, 0)); |
||||
|
|
||||
|
|
||||
|
|
||||
|
} |
||||
|
if (m_Potent == 1) |
||||
|
{ |
||||
|
// Points
|
||||
|
m_VFX.SetBool(m_LToggle, true); |
||||
|
m_VFX.SetFloat(m_LRate, f_LRate * m_PotIn[0]); |
||||
|
m_VFX.SetFloat(m_LLifetime, f_LLifetime * m_PotIn[1]); |
||||
|
m_VFX.SetFloat(m_LRange, f_LRange * m_PotIn[2]); |
||||
|
m_VFX.SetFloat(m_LThickness, f_LThickness * m_PotIn[3]); |
||||
|
//m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[4]);
|
||||
|
//m_VFX.SetFloat(m_PRatio, f_PRatio * m_SliderIn[5]);
|
||||
|
//m_VFX.SetFloat(m_PSpeed, f_PSpeed * m_SliderIn[6]);
|
||||
|
//m_VFX.SetFloat(m_PFreq, f_PFreq * m_SliderIn[7]);
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
} |
||||
|
if (m_Potent == 2) |
||||
|
{ |
||||
|
m_VFX.SetBool(m_BToggle, true); |
||||
|
m_VFX.SetFloat(m_BRate, f_BRate * m_PotIn[0]); |
||||
|
m_VFX.SetFloat(m_BSize, f_BSize * m_PotIn[1]); |
||||
|
m_VFX.SetFloat(m_BFreq, f_BFreq * m_PotIn[2]); |
||||
|
m_VFX.SetFloat(m_BLifetime, f_BLifetime * m_PotIn[3]); |
||||
|
m_VFX.SetFloat(m_BTurb, f_BTurb * m_PotIn[4]); |
||||
|
m_VFX.SetVector3(m_BForce, new Vector3(0, -9.8f * m_PotIn[5], 0)); |
||||
|
|
||||
|
|
||||
|
} |
||||
|
} |
||||
|
} |
@ -0,0 +1,11 @@ |
|||||
|
fileFormatVersion: 2 |
||||
|
guid: 4fdf832098836b94ab5452c25c084bcd |
||||
|
MonoImporter: |
||||
|
externalObjects: {} |
||||
|
serializedVersion: 2 |
||||
|
defaultReferences: [] |
||||
|
executionOrder: 0 |
||||
|
icon: {instanceID: 0} |
||||
|
userData: |
||||
|
assetBundleName: |
||||
|
assetBundleVariant: |
@ -0,0 +1,8 @@ |
|||||
|
fileFormatVersion: 2 |
||||
|
guid: 9c4182f3a49f30b4aa9312b79d17f6ba |
||||
|
folderAsset: yes |
||||
|
DefaultImporter: |
||||
|
externalObjects: {} |
||||
|
userData: |
||||
|
assetBundleName: |
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|
assetBundleVariant: |
File diff suppressed because it is too large
@ -0,0 +1,7 @@ |
|||||
|
fileFormatVersion: 2 |
||||
|
guid: 7cae2434885ad4845ab15b0380231ea8 |
||||
|
VisualEffectImporter: |
||||
|
externalObjects: {} |
||||
|
userData: |
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|
assetBundleName: |
||||
|
assetBundleVariant: |
Loading…
Reference in new issue