initial commit
This commit is contained in:
424
Assets/Scripts/MarsMesosphereEffects.cs
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424
Assets/Scripts/MarsMesosphereEffects.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MarsMesosphereEffects : MonoBehaviour
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{
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[Header("Ïèë")]
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public Material dustMaterial;
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public float planetRadius = 6.779f;
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public float mesosphereHeight = 3f;
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[Header("Ìåòåîðèòè")]
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public GameObject[] asteroidPrefabs;
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public GameObject explosionPrefab;
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public Material craterMaterial;
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public float spawnRadius = 80f;
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public float spawnInterval = 3f;
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[Range(0f, 1f)]
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public float mesosphereLevel = 1f;
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public float previousLevel = 1f;
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private ParticleSystem dustRingSystem;
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private List<GameObject> craters = new List<GameObject>();
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private List<ParticleSystem> dustDevils = new List<ParticleSystem>();
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private float spawnTimer = 0f;
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void Awake()
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{
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enabled = false;
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}
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public void InitState()
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{
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if (dustRingSystem != null) Destroy(dustRingSystem.gameObject);
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dustRingSystem = null;
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foreach (var c in craters)
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if (c != null) Destroy(c);
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craters.Clear();
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foreach (var d in dustDevils)
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if (d != null) Destroy(d.gameObject);
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dustDevils.Clear();
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mesosphereLevel = 1f;
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previousLevel = 1f;
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spawnTimer = 0f;
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CreateDustRing();
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CreateDustDevils();
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}
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void CreateDustRing()
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{
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GameObject obj = new GameObject("MarsDustRing");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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dustRingSystem = obj.AddComponent<ParticleSystem>();
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var main = dustRingSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 8000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 16f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(1.5f, 4.0f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.08f, 0.35f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.85f, 0.45f, 0.15f, 0.5f),
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new Color(0.65f, 0.3f, 0.08f, 0.3f)
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);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.gravityModifier = 0f;
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var emission = dustRingSystem.emission;
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emission.rateOverTime = 300f;
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var shape = dustRingSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius + mesosphereHeight;
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shape.radiusThickness = 0.4f;
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var vel = dustRingSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.x = new ParticleSystem.MinMaxCurve(-0.5f, 0.5f);
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vel.y = new ParticleSystem.MinMaxCurve(-0.3f, 0.3f);
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vel.z = new ParticleSystem.MinMaxCurve(-0.5f, 0.5f);
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f, 0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(1.5f, 2.5f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f, 0f);
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var sizeOverLifetime = dustRingSystem.sizeOverLifetime;
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sizeOverLifetime.enabled = true;
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AnimationCurve sizeCurve = new AnimationCurve(
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new Keyframe(0f, 0f),
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new Keyframe(0.1f, 1f),
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new Keyframe(0.8f, 0.8f),
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new Keyframe(1f, 0f)
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);
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sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
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var colorOverLifetime = dustRingSystem.colorOverLifetime;
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colorOverLifetime.enabled = true;
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Gradient gradient = new Gradient();
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gradient.SetKeys(
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new GradientColorKey[] {
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new GradientColorKey(new Color(0.85f, 0.45f, 0.15f), 0f),
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new GradientColorKey(new Color(0.65f, 0.3f, 0.08f), 0.5f),
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new GradientColorKey(new Color(0.45f, 0.2f, 0.05f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0f, 0f),
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new GradientAlphaKey(0.5f, 0.15f),
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new GradientAlphaKey(0.3f, 0.7f),
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new GradientAlphaKey(0f, 1f)
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}
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);
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colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
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var noise = dustRingSystem.noise;
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noise.enabled = true;
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noise.strength = 0.8f;
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noise.frequency = 0.4f;
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noise.scrollSpeed = 0.2f;
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noise.octaveCount = 2;
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var renderer = dustRingSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 3f;
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if (dustMaterial != null)
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renderer.material = dustMaterial;
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dustRingSystem.Play();
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}
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void CreateDustDevils()
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{
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int count = 7;
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for (int i = 0; i < count; i++)
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{
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Vector3 dir = Random.onUnitSphere;
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Vector3 pos = transform.position + dir * planetRadius;
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GameObject obj = new GameObject("DustDevil_" + i);
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obj.transform.parent = null;
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obj.transform.position = pos;
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obj.transform.up = dir;
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ParticleSystem ps = obj.AddComponent<ParticleSystem>();
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var main = ps.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 500;
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main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 6f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(2f, 5f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.12f, 0.4f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.9f, 0.5f, 0.2f, 0.6f),
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new Color(0.7f, 0.35f, 0.1f, 0.4f)
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);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.gravityModifier = 0f;
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var emission = ps.emission;
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emission.rateOverTime = 80f;
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var shape = ps.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Cone;
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shape.angle = 25f;
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shape.radius = 0.6f;
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shape.radiusThickness = 0.5f;
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var vel = ps.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.Local;
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vel.x = new ParticleSystem.MinMaxCurve(-1.0f, 1.0f);
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vel.y = new ParticleSystem.MinMaxCurve(2.0f, 5.0f);
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vel.z = new ParticleSystem.MinMaxCurve(-1.0f, 1.0f);
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f, 0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(8f, 12f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f, 0f);
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var sizeOverLifetime = ps.sizeOverLifetime;
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sizeOverLifetime.enabled = true;
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AnimationCurve sizeCurve = new AnimationCurve(
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new Keyframe(0f, 0.2f),
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new Keyframe(0.3f, 1f),
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new Keyframe(1f, 0f)
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);
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sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
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var colorOverLifetime = ps.colorOverLifetime;
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colorOverLifetime.enabled = true;
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Gradient gradient = new Gradient();
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gradient.SetKeys(
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new GradientColorKey[] {
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new GradientColorKey(new Color(0.9f, 0.5f, 0.2f), 0f),
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new GradientColorKey(new Color(0.7f, 0.35f, 0.1f), 0.5f),
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new GradientColorKey(new Color(0.5f, 0.25f, 0.08f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0.6f, 0f),
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new GradientAlphaKey(0.4f, 0.5f),
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new GradientAlphaKey(0f, 1f)
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}
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);
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colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
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var noise = ps.noise;
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noise.enabled = true;
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noise.strength = 0.7f;
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noise.frequency = 1.2f;
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noise.scrollSpeed = 0.6f;
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noise.octaveCount = 2;
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 4f;
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if (dustMaterial != null)
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renderer.material = dustMaterial;
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ps.Play();
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dustDevils.Add(ps);
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StartCoroutine(RotateDustDevil(obj.transform, dir));
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}
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}
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IEnumerator RotateDustDevil(Transform devil, Vector3 surfaceNormal)
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{
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float orbitSpeed = Random.Range(3f, 8f);
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Vector3 orbitAxis = surfaceNormal;
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while (devil != null)
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{
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devil.RotateAround(transform.position, orbitAxis, orbitSpeed * Time.deltaTime);
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yield return null;
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}
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}
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void UpdateDustRing()
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{
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if (dustRingSystem == null) return;
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var emission = dustRingSystem.emission;
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var main = dustRingSystem.main;
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if (mesosphereLevel >= 0.7f)
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{
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float t = Mathf.InverseLerp(1f, 0.7f, mesosphereLevel);
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emission.rateOverTime = Mathf.Lerp(300f, 120f, t);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.85f, 0.45f, 0.15f, Mathf.Lerp(0.5f, 0.35f, t)),
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new Color(0.65f, 0.3f, 0.08f, Mathf.Lerp(0.3f, 0.2f, t))
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);
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}
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else if (mesosphereLevel >= 0.5f)
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{
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float t = Mathf.InverseLerp(0.7f, 0.5f, mesosphereLevel);
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emission.rateOverTime = Mathf.Lerp(120f, 50f, t);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.85f, 0.45f, 0.15f, Mathf.Lerp(0.35f, 0.15f, t)),
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new Color(0.65f, 0.3f, 0.08f, Mathf.Lerp(0.2f, 0.08f, t))
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);
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}
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else if (mesosphereLevel >= 0.3f)
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{
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float t = Mathf.InverseLerp(0.5f, 0.3f, mesosphereLevel);
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emission.rateOverTime = Mathf.Lerp(50f, 5f, t);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.85f, 0.45f, 0.15f, Mathf.Lerp(0.15f, 0.03f, t)),
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new Color(0.65f, 0.3f, 0.08f, Mathf.Lerp(0.08f, 0.01f, t))
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);
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}
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else
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{
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emission.rateOverTime = 0f;
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}
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}
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void UpdateDustDevils()
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{
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foreach (var ps in dustDevils)
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{
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if (ps == null) continue;
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var emission = ps.emission;
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emission.rateOverTime = mesosphereLevel >= 0.3f ?
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Mathf.Lerp(0f, 80f, mesosphereLevel) : 0f;
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}
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}
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void UpdateAsteroids()
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{
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if (mesosphereLevel >= 1f) return;
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if (mesosphereLevel <= 0f) return;
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spawnTimer += Time.deltaTime;
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float adjustedInterval;
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if (mesosphereLevel >= 0.7f)
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adjustedInterval = spawnInterval;
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else if (mesosphereLevel >= 0.5f)
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adjustedInterval = spawnInterval * 0.6f;
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else if (mesosphereLevel >= 0.3f)
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adjustedInterval = spawnInterval * 0.3f;
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else
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adjustedInterval = 0.5f;
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if (spawnTimer >= adjustedInterval)
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{
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spawnTimer = 0f;
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SpawnAsteroid();
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}
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}
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void SpawnAsteroid()
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{
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if (asteroidPrefabs == null || asteroidPrefabs.Length == 0) return;
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Vector3 direction = Random.onUnitSphere;
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Vector3 spawnPos = transform.position + direction * spawnRadius;
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Vector3 flyDir = -direction;
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GameObject prefab = asteroidPrefabs[Random.Range(0, asteroidPrefabs.Length)];
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GameObject asteroid = Instantiate(prefab, spawnPos, Random.rotation);
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asteroid.transform.localScale = Vector3.one * Random.Range(0.2f, 0.6f);
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StartCoroutine(MoveAsteroid(asteroid, flyDir));
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}
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IEnumerator MoveAsteroid(GameObject asteroid, Vector3 flyDir)
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{
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float speed = Random.Range(4f, 8f);
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while (asteroid != null)
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{
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asteroid.transform.position += flyDir * speed * Time.deltaTime;
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asteroid.transform.Rotate(Vector3.one * 60f * Time.deltaTime);
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float distFromCenter = Vector3.Distance(asteroid.transform.position, transform.position);
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if (distFromCenter <= planetRadius + 0.2f)
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{
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Vector3 hitPos = transform.position + (-flyDir) * planetRadius;
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if (explosionPrefab != null)
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{
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GameObject exp = Instantiate(explosionPrefab, hitPos, Quaternion.identity);
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exp.transform.localScale = Vector3.one * Random.Range(0.2f, 0.5f);
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Destroy(exp, 3f);
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}
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SpawnCrater(hitPos, -flyDir);
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Destroy(asteroid);
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yield break;
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}
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if (distFromCenter > spawnRadius * 2f)
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{
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Destroy(asteroid);
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yield break;
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}
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yield return null;
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}
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}
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void SpawnCrater(Vector3 pos, Vector3 flyDir)
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{
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if (craterMaterial == null) return;
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Vector3 center = transform.position;
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Vector3 dirFromCenter = (pos - center).normalized;
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Vector3 surfacePos = center + dirFromCenter * (planetRadius + 0.02f);
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GameObject crater = GameObject.CreatePrimitive(PrimitiveType.Quad);
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crater.name = "Crater";
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crater.transform.position = surfacePos;
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crater.transform.rotation = Quaternion.LookRotation(-dirFromCenter, Vector3.up);
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float size = Random.Range(0.3f, 0.8f);
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crater.transform.localScale = new Vector3(size, size, size);
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Destroy(crater.GetComponent<Collider>());
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Renderer r = crater.GetComponent<Renderer>();
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r.material = craterMaterial;
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r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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craters.Add(crater);
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}
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void Update()
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{
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if (!Application.isPlaying) return;
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if (mesosphereLevel >= 1f && previousLevel < 1f)
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InitState();
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previousLevel = mesosphereLevel;
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UpdateDustRing();
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UpdateDustDevils();
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UpdateAsteroids();
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}
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public void CleanUp()
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{
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if (dustRingSystem != null) Destroy(dustRingSystem.gameObject);
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dustRingSystem = null;
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foreach (var c in craters)
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if (c != null) Destroy(c);
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craters.Clear();
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foreach (var d in dustDevils)
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if (d != null) Destroy(d.gameObject);
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dustDevils.Clear();
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enabled = false;
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}
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}
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