initial commit
This commit is contained in:
262
Assets/Scripts/MarsEffects.cs
Normal file
262
Assets/Scripts/MarsEffects.cs
Normal file
@@ -0,0 +1,262 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MarsEffects : MonoBehaviour
|
||||
{
|
||||
[Header("Ïèë")]
|
||||
public Material dustMaterial;
|
||||
public float planetRadius = 6.779f;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float troposphereLevel = 1f;
|
||||
public float previousLevel = 1f;
|
||||
|
||||
private List<ParticleSystem> dustClusters = new List<ParticleSystem>();
|
||||
private Light nightLight;
|
||||
private bool initialized = false;
|
||||
|
||||
private const int DUST_COUNT = 20;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
public void InitState()
|
||||
{
|
||||
foreach (var ps in dustClusters)
|
||||
if (ps != null) Destroy(ps.gameObject);
|
||||
dustClusters.Clear();
|
||||
|
||||
if (nightLight != null)
|
||||
{
|
||||
Destroy(nightLight.gameObject);
|
||||
nightLight = null;
|
||||
}
|
||||
|
||||
troposphereLevel = 1f;
|
||||
previousLevel = 1f;
|
||||
initialized = false;
|
||||
|
||||
CreateDustSystem();
|
||||
CreateNightLight();
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
void CreateDustSystem()
|
||||
{
|
||||
for (int i = 0; i < DUST_COUNT; i++)
|
||||
{
|
||||
Vector3 dir = Random.onUnitSphere;
|
||||
Vector3 pos = transform.position + dir * (planetRadius + Random.Range(0.5f, 2f));
|
||||
|
||||
GameObject obj = new GameObject("DustCluster_" + i);
|
||||
obj.transform.parent = null;
|
||||
obj.transform.position = pos;
|
||||
|
||||
ParticleSystem ps = obj.AddComponent<ParticleSystem>();
|
||||
|
||||
var main = ps.main;
|
||||
main.loop = true;
|
||||
main.playOnAwake = true;
|
||||
main.maxParticles = 200;
|
||||
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 12f);
|
||||
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0.5f);
|
||||
main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.4f);
|
||||
main.startColor = new ParticleSystem.MinMaxGradient(
|
||||
new Color(0.9f, 0.5f, 0.2f, 0.5f),
|
||||
new Color(0.7f, 0.35f, 0.1f, 0.3f)
|
||||
);
|
||||
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
main.gravityModifier = 0f;
|
||||
|
||||
var emission = ps.emission;
|
||||
emission.rateOverTime = 20f;
|
||||
|
||||
var shape = ps.shape;
|
||||
shape.enabled = true;
|
||||
shape.shapeType = ParticleSystemShapeType.Sphere;
|
||||
shape.radius = 1.5f;
|
||||
shape.radiusThickness = 1f;
|
||||
|
||||
var colorOverLifetime = ps.colorOverLifetime;
|
||||
colorOverLifetime.enabled = true;
|
||||
Gradient gradient = new Gradient();
|
||||
gradient.SetKeys(
|
||||
new GradientColorKey[] {
|
||||
new GradientColorKey(new Color(0.9f, 0.5f, 0.2f), 0f),
|
||||
new GradientColorKey(new Color(0.7f, 0.35f, 0.1f), 0.5f),
|
||||
new GradientColorKey(new Color(0.5f, 0.25f, 0.08f), 1f)
|
||||
},
|
||||
new GradientAlphaKey[] {
|
||||
new GradientAlphaKey(0f, 0f),
|
||||
new GradientAlphaKey(0.5f, 0.2f),
|
||||
new GradientAlphaKey(0.3f, 0.7f),
|
||||
new GradientAlphaKey(0f, 1f)
|
||||
}
|
||||
);
|
||||
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
|
||||
|
||||
var noise = ps.noise;
|
||||
noise.enabled = true;
|
||||
noise.strength = 0.8f;
|
||||
noise.frequency = 0.3f;
|
||||
noise.scrollSpeed = 0.2f;
|
||||
noise.octaveCount = 2;
|
||||
|
||||
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
||||
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
||||
renderer.sortingFudge = 3f;
|
||||
if (dustMaterial != null)
|
||||
renderer.material = dustMaterial;
|
||||
|
||||
ps.Play();
|
||||
dustClusters.Add(ps);
|
||||
|
||||
StartCoroutine(OrbitDust(obj.transform, dir, planetRadius + Random.Range(0.5f, 2f)));
|
||||
}
|
||||
}
|
||||
|
||||
void CreateNightLight()
|
||||
{
|
||||
GameObject lightObj = new GameObject("MarsNightLight");
|
||||
lightObj.transform.parent = null;
|
||||
lightObj.transform.position = transform.position + Vector3.right * (planetRadius * 3f);
|
||||
|
||||
nightLight = lightObj.AddComponent<Light>();
|
||||
nightLight.type = LightType.Spot;
|
||||
nightLight.color = new Color(0.8f, 0.3f, 0.1f);
|
||||
nightLight.intensity = 0f;
|
||||
nightLight.range = planetRadius * 400f;
|
||||
nightLight.spotAngle = 170f;
|
||||
nightLight.shadows = LightShadows.None;
|
||||
|
||||
StartCoroutine(OrbitLight(lightObj.transform));
|
||||
}
|
||||
|
||||
|
||||
IEnumerator OrbitDust(Transform dust, Vector3 axis, float radius)
|
||||
{
|
||||
Vector3 orbitAxis = Vector3.Cross(axis, Random.onUnitSphere).normalized;
|
||||
float speed = Random.Range(1f, 4f);
|
||||
float wobbleSpeed = Random.Range(0.1f, 0.3f);
|
||||
float wobbleAmount = Random.Range(0.1f, 0.3f);
|
||||
|
||||
while (dust != null)
|
||||
{
|
||||
dust.RotateAround(transform.position, orbitAxis, speed * Time.deltaTime);
|
||||
float wobble = Mathf.Sin(Time.time * wobbleSpeed) * wobbleAmount;
|
||||
dust.position = transform.position +
|
||||
(dust.position - transform.position).normalized * (radius + wobble);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateDust()
|
||||
{
|
||||
float level = troposphereLevel;
|
||||
|
||||
foreach (var ps in dustClusters)
|
||||
{
|
||||
if (ps == null) continue;
|
||||
|
||||
var emission = ps.emission;
|
||||
var main = ps.main;
|
||||
|
||||
if (level >= 0.7f)
|
||||
{
|
||||
float t = Mathf.InverseLerp(1f, 0.7f, level);
|
||||
emission.rateOverTime = Mathf.Lerp(20f, 12f, t);
|
||||
main.startColor = new ParticleSystem.MinMaxGradient(
|
||||
new Color(0.9f, 0.5f, 0.2f, Mathf.Lerp(0.5f, 0.35f, t)),
|
||||
new Color(0.7f, 0.35f, 0.1f, Mathf.Lerp(0.3f, 0.2f, t))
|
||||
);
|
||||
}
|
||||
else if (level >= 0.5f)
|
||||
{
|
||||
float t = Mathf.InverseLerp(0.7f, 0.5f, level);
|
||||
emission.rateOverTime = Mathf.Lerp(12f, 5f, t);
|
||||
main.startColor = new ParticleSystem.MinMaxGradient(
|
||||
new Color(0.9f, 0.5f, 0.2f, Mathf.Lerp(0.35f, 0.15f, t)),
|
||||
new Color(0.7f, 0.35f, 0.1f, Mathf.Lerp(0.2f, 0.08f, t))
|
||||
);
|
||||
}
|
||||
else if (level >= 0.3f)
|
||||
{
|
||||
float t = Mathf.InverseLerp(0.5f, 0.3f, level);
|
||||
emission.rateOverTime = Mathf.Lerp(5f, 1f, t);
|
||||
main.startColor = new ParticleSystem.MinMaxGradient(
|
||||
new Color(0.9f, 0.5f, 0.2f, Mathf.Lerp(0.15f, 0.03f, t)),
|
||||
new Color(0.7f, 0.35f, 0.1f, Mathf.Lerp(0.08f, 0.01f, t))
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
emission.rateOverTime = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UpdateNightLight()
|
||||
{
|
||||
if (nightLight == null) return;
|
||||
|
||||
if (troposphereLevel >= 1f)
|
||||
nightLight.intensity = 0f;
|
||||
else if (troposphereLevel >= 0.7f)
|
||||
nightLight.intensity = Mathf.Lerp(200f, 400f, Mathf.InverseLerp(1f, 0.7f, troposphereLevel));
|
||||
else if (troposphereLevel >= 0.5f)
|
||||
nightLight.intensity = Mathf.Lerp(400f, 450f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel));
|
||||
else if (troposphereLevel >= 0.3f)
|
||||
nightLight.intensity = Mathf.Lerp(450f, 500f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel));
|
||||
else
|
||||
nightLight.intensity = Mathf.Lerp(500f, 600f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel));
|
||||
}
|
||||
|
||||
IEnumerator OrbitLight(Transform lightTransform)
|
||||
{
|
||||
float angle = 0f;
|
||||
float speed = 60f;
|
||||
|
||||
while (lightTransform != null && nightLight != null)
|
||||
{
|
||||
angle += speed * Time.deltaTime;
|
||||
float rad = angle * Mathf.Deg2Rad;
|
||||
lightTransform.position = transform.position +
|
||||
new Vector3(Mathf.Cos(rad), 0.3f, Mathf.Sin(rad)) * (planetRadius * 3f);
|
||||
lightTransform.LookAt(transform.position);
|
||||
nightLight.range = planetRadius * 400f;
|
||||
nightLight.spotAngle = 170f;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
if (troposphereLevel >= 1f && previousLevel < 1f)
|
||||
InitState();
|
||||
|
||||
previousLevel = troposphereLevel;
|
||||
UpdateDust();
|
||||
UpdateNightLight();
|
||||
}
|
||||
|
||||
public void CleanUp()
|
||||
{
|
||||
foreach (var ps in dustClusters)
|
||||
if (ps != null) Destroy(ps.gameObject);
|
||||
dustClusters.Clear();
|
||||
|
||||
if (nightLight != null)
|
||||
{
|
||||
Destroy(nightLight.gameObject);
|
||||
nightLight = null;
|
||||
}
|
||||
|
||||
enabled = false;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user