initial commit
This commit is contained in:
353
Assets/Scripts/MercuryEffects.cs
Normal file
353
Assets/Scripts/MercuryEffects.cs
Normal file
@@ -0,0 +1,353 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MercuryEffects : MonoBehaviour
|
||||
{
|
||||
[Header("Ìåòåîðèòè")]
|
||||
public GameObject[] asteroidPrefabs;
|
||||
public GameObject explosionPrefab;
|
||||
public Material craterMaterial;
|
||||
public float spawnRadius = 80f;
|
||||
public float planetRadius = 4.879f;
|
||||
public float spawnInterval = 2f;
|
||||
public Transform mercuryTransform;
|
||||
|
||||
[Header("Ñîíÿ÷íèé â³òåð")]
|
||||
public Transform sunTransform;
|
||||
public Material solarWindMaterial;
|
||||
|
||||
[Header("Íàòð³ºâå ñâ³ò³ííÿ")]
|
||||
public Material sodiumGlowMaterial;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float exosphereLevel = 1f;
|
||||
|
||||
private float spawnTimer = 0f;
|
||||
private List<GameObject> craters = new List<GameObject>();
|
||||
private ParticleSystem sodiumGlowSystem;
|
||||
private ParticleSystem solarWindSystem;
|
||||
public float previousLevel = 1f;
|
||||
|
||||
public ParticleSystem SodiumGlowSystem => sodiumGlowSystem;
|
||||
public ParticleSystem SolarWindSystem => solarWindSystem;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
public void InitState()
|
||||
{
|
||||
foreach (GameObject crater in craters)
|
||||
if (crater != null) Destroy(crater);
|
||||
craters.Clear();
|
||||
|
||||
if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
|
||||
if (sodiumGlowSystem != null) Destroy(sodiumGlowSystem.gameObject);
|
||||
|
||||
solarWindSystem = null;
|
||||
sodiumGlowSystem = null;
|
||||
|
||||
exosphereLevel = 1f;
|
||||
previousLevel = 1f;
|
||||
spawnTimer = 0f;
|
||||
|
||||
CreateSodiumGlow();
|
||||
CreateSolarWind();
|
||||
}
|
||||
|
||||
void CreateSodiumGlow()
|
||||
{
|
||||
GameObject obj = new GameObject("SodiumGlow");
|
||||
obj.transform.parent = null;
|
||||
obj.transform.position = this.transform.position;
|
||||
obj.transform.localScale = Vector3.one * 2f;
|
||||
|
||||
sodiumGlowSystem = obj.AddComponent<ParticleSystem>();
|
||||
|
||||
var main = sodiumGlowSystem.main;
|
||||
main.loop = true;
|
||||
main.playOnAwake = true;
|
||||
main.maxParticles = 10000;
|
||||
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f);
|
||||
main.startSpeed = new ParticleSystem.MinMaxCurve(1f, 3f);
|
||||
main.startSize = new ParticleSystem.MinMaxCurve(0.3f, 0.8f);
|
||||
main.startColor = new ParticleSystem.MinMaxGradient(
|
||||
new Color(1f, 0.9f, 0.2f, 0.8f),
|
||||
new Color(1f, 0.7f, 0.1f, 0.5f)
|
||||
);
|
||||
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
main.gravityModifier = 0f;
|
||||
|
||||
var emission = sodiumGlowSystem.emission;
|
||||
emission.rateOverTime = 300f;
|
||||
|
||||
var shape = sodiumGlowSystem.shape;
|
||||
shape.enabled = true;
|
||||
shape.shapeType = ParticleSystemShapeType.Sphere;
|
||||
shape.radius = planetRadius * 1.2f;
|
||||
shape.radiusThickness = 0.2f;
|
||||
|
||||
var colorOverLifetime = sodiumGlowSystem.colorOverLifetime;
|
||||
colorOverLifetime.enabled = true;
|
||||
Gradient gradient = new Gradient();
|
||||
gradient.SetKeys(
|
||||
new GradientColorKey[] {
|
||||
new GradientColorKey(new Color(1f, 0.9f, 0.2f), 0f),
|
||||
new GradientColorKey(new Color(1f, 0.7f, 0.1f), 0.5f),
|
||||
new GradientColorKey(new Color(1f, 0.5f, 0.0f), 1f)
|
||||
},
|
||||
new GradientAlphaKey[] {
|
||||
new GradientAlphaKey(0f, 0f),
|
||||
new GradientAlphaKey(0.8f, 0.2f),
|
||||
new GradientAlphaKey(0.5f, 0.7f),
|
||||
new GradientAlphaKey(0f, 1f)
|
||||
}
|
||||
);
|
||||
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
|
||||
|
||||
var renderer = sodiumGlowSystem.GetComponent<ParticleSystemRenderer>();
|
||||
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
||||
renderer.sortingFudge = 5f;
|
||||
if (sodiumGlowMaterial != null)
|
||||
renderer.material = sodiumGlowMaterial;
|
||||
|
||||
sodiumGlowSystem.Play();
|
||||
}
|
||||
|
||||
void CreateSolarWind()
|
||||
{
|
||||
GameObject obj = new GameObject("SolarWind");
|
||||
obj.transform.parent = null;
|
||||
obj.transform.position = this.transform.position;
|
||||
obj.transform.localScale = Vector3.one * 3f;
|
||||
|
||||
solarWindSystem = obj.AddComponent<ParticleSystem>();
|
||||
|
||||
var main = solarWindSystem.main;
|
||||
main.loop = true;
|
||||
main.playOnAwake = false;
|
||||
main.maxParticles = 20000;
|
||||
main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f);
|
||||
main.startSpeed = new ParticleSystem.MinMaxCurve(20f, 40f);
|
||||
main.startSize = new ParticleSystem.MinMaxCurve(0.2f, 0.6f);
|
||||
main.startColor = new ParticleSystem.MinMaxGradient(
|
||||
new Color(1f, 0.6f, 0.1f, 1f),
|
||||
new Color(1f, 0.8f, 0.3f, 0.7f)
|
||||
);
|
||||
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
main.gravityModifier = 0f;
|
||||
|
||||
var emission = solarWindSystem.emission;
|
||||
emission.rateOverTime = 0f;
|
||||
|
||||
var shape = solarWindSystem.shape;
|
||||
shape.enabled = true;
|
||||
shape.shapeType = ParticleSystemShapeType.Cone;
|
||||
shape.angle = 20f;
|
||||
shape.radius = 15f;
|
||||
|
||||
var colorOverLifetime = solarWindSystem.colorOverLifetime;
|
||||
colorOverLifetime.enabled = true;
|
||||
Gradient gradient = new Gradient();
|
||||
gradient.SetKeys(
|
||||
new GradientColorKey[] {
|
||||
new GradientColorKey(new Color(1f, 0.8f, 0.3f), 0f),
|
||||
new GradientColorKey(new Color(1f, 0.4f, 0.1f), 0.5f),
|
||||
new GradientColorKey(new Color(0.8f, 0.2f, 0.0f), 1f)
|
||||
},
|
||||
new GradientAlphaKey[] {
|
||||
new GradientAlphaKey(1f, 0f),
|
||||
new GradientAlphaKey(0.5f, 0.7f),
|
||||
new GradientAlphaKey(0f, 1f)
|
||||
}
|
||||
);
|
||||
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
|
||||
|
||||
var renderer = solarWindSystem.GetComponent<ParticleSystemRenderer>();
|
||||
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
||||
renderer.sortingFudge = 3f;
|
||||
if (solarWindMaterial != null)
|
||||
renderer.material = solarWindMaterial;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
if (exosphereLevel >= 1f && previousLevel < 1f)
|
||||
InitState();
|
||||
|
||||
previousLevel = exosphereLevel;
|
||||
|
||||
UpdateMercuryDeath();
|
||||
UpdateSodiumGlow();
|
||||
UpdateSolarWind();
|
||||
UpdateMeteorSpawn();
|
||||
}
|
||||
|
||||
void UpdateMercuryDeath()
|
||||
{
|
||||
if (mercuryTransform == null) return;
|
||||
MercuryDeath md = mercuryTransform.GetComponent<MercuryDeath>();
|
||||
if (md == null) md = mercuryTransform.GetComponentInChildren<MercuryDeath>();
|
||||
if (md != null) md.exosphereLevel = exosphereLevel;
|
||||
}
|
||||
|
||||
void UpdateSodiumGlow()
|
||||
{
|
||||
if (sodiumGlowSystem == null) return;
|
||||
|
||||
var emission = sodiumGlowSystem.emission;
|
||||
|
||||
if (exosphereLevel >= 1f)
|
||||
emission.rateOverTime = 300f;
|
||||
else if (exosphereLevel >= 0.7f)
|
||||
{
|
||||
float t = Mathf.InverseLerp(1f, 0.7f, exosphereLevel);
|
||||
emission.rateOverTime = Mathf.Lerp(300f, 150f, t);
|
||||
}
|
||||
else if (exosphereLevel >= 0.5f)
|
||||
{
|
||||
float t = Mathf.InverseLerp(0.7f, 0.5f, exosphereLevel);
|
||||
emission.rateOverTime = Mathf.Lerp(150f, 50f, t);
|
||||
}
|
||||
else if (exosphereLevel >= 0.3f)
|
||||
{
|
||||
float t = Mathf.InverseLerp(0.5f, 0.3f, exosphereLevel);
|
||||
emission.rateOverTime = Mathf.Lerp(50f, 10f, t);
|
||||
}
|
||||
else
|
||||
emission.rateOverTime = 0f;
|
||||
|
||||
var main = sodiumGlowSystem.main;
|
||||
main.startColor = new ParticleSystem.MinMaxGradient(
|
||||
new Color(1f, 0.9f, 0.2f, exosphereLevel * 0.8f),
|
||||
new Color(1f, 0.7f, 0.1f, exosphereLevel * 0.5f)
|
||||
);
|
||||
}
|
||||
|
||||
void UpdateSolarWind()
|
||||
{
|
||||
if (solarWindSystem == null) return;
|
||||
if (sunTransform == null) return;
|
||||
|
||||
Vector3 sunDir = (this.transform.position - sunTransform.position).normalized;
|
||||
solarWindSystem.transform.position = sunTransform.position + sunDir * 50f;
|
||||
solarWindSystem.transform.rotation = Quaternion.LookRotation(sunDir);
|
||||
|
||||
var emission = solarWindSystem.emission;
|
||||
|
||||
if (exosphereLevel <= 0.5f)
|
||||
{
|
||||
float t = Mathf.InverseLerp(0.5f, 0f, exosphereLevel);
|
||||
emission.rateOverTime = Mathf.Lerp(0f, 2000f, t);
|
||||
if (!solarWindSystem.isPlaying)
|
||||
solarWindSystem.Play();
|
||||
}
|
||||
else
|
||||
emission.rateOverTime = 0f;
|
||||
}
|
||||
|
||||
void UpdateMeteorSpawn()
|
||||
{
|
||||
if (exosphereLevel >= 1f) return;
|
||||
if (exosphereLevel <= 0f) return;
|
||||
|
||||
spawnTimer += Time.deltaTime;
|
||||
|
||||
float adjustedInterval;
|
||||
if (exosphereLevel >= 0.7f)
|
||||
adjustedInterval = spawnInterval;
|
||||
else if (exosphereLevel >= 0.5f)
|
||||
adjustedInterval = spawnInterval * 0.6f;
|
||||
else if (exosphereLevel >= 0.3f)
|
||||
adjustedInterval = spawnInterval * 0.3f;
|
||||
else
|
||||
adjustedInterval = 0.3f;
|
||||
|
||||
if (spawnTimer >= adjustedInterval)
|
||||
{
|
||||
spawnTimer = 0f;
|
||||
SpawnAsteroid();
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnAsteroid()
|
||||
{
|
||||
if (asteroidPrefabs == null || asteroidPrefabs.Length == 0) return;
|
||||
|
||||
Vector3 direction = Random.onUnitSphere;
|
||||
Vector3 spawnPos = transform.position + direction * spawnRadius;
|
||||
Vector3 flyDir = -direction;
|
||||
|
||||
GameObject prefab = asteroidPrefabs[Random.Range(0, asteroidPrefabs.Length)];
|
||||
GameObject asteroid = Instantiate(prefab, spawnPos, Random.rotation);
|
||||
asteroid.transform.localScale = Vector3.one * Random.Range(0.2f, 0.6f);
|
||||
|
||||
StartCoroutine(MoveAsteroid(asteroid, flyDir));
|
||||
}
|
||||
|
||||
IEnumerator MoveAsteroid(GameObject asteroid, Vector3 flyDir)
|
||||
{
|
||||
float speed = Random.Range(4f, 8f);
|
||||
|
||||
while (asteroid != null)
|
||||
{
|
||||
asteroid.transform.position += flyDir * speed * Time.deltaTime;
|
||||
asteroid.transform.Rotate(Vector3.one * 60f * Time.deltaTime);
|
||||
|
||||
float distFromCenter = Vector3.Distance(asteroid.transform.position, transform.position);
|
||||
|
||||
if (distFromCenter <= planetRadius + 0.2f)
|
||||
{
|
||||
Vector3 hitPos = transform.position + (-flyDir) * planetRadius;
|
||||
|
||||
if (explosionPrefab != null)
|
||||
{
|
||||
GameObject exp = Instantiate(explosionPrefab, hitPos, Quaternion.identity);
|
||||
exp.transform.localScale = Vector3.one * Random.Range(0.2f, 0.5f);
|
||||
Destroy(exp, 3f);
|
||||
}
|
||||
|
||||
SpawnCrater(hitPos, -flyDir);
|
||||
Destroy(asteroid);
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (distFromCenter > spawnRadius * 2f)
|
||||
{
|
||||
Destroy(asteroid);
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnCrater(Vector3 pos, Vector3 flyDir)
|
||||
{
|
||||
if (craterMaterial == null) return;
|
||||
|
||||
Vector3 center = mercuryTransform != null ? mercuryTransform.position : transform.position;
|
||||
Vector3 dirFromCenter = (pos - center).normalized;
|
||||
Vector3 surfacePos = center + dirFromCenter * (planetRadius + 0.02f);
|
||||
|
||||
GameObject crater = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||
crater.name = "Crater";
|
||||
crater.transform.position = surfacePos;
|
||||
crater.transform.rotation = Quaternion.LookRotation(-dirFromCenter, Vector3.up);
|
||||
|
||||
float size = Random.Range(0.3f, 0.8f);
|
||||
crater.transform.localScale = new Vector3(size, size, size);
|
||||
|
||||
Destroy(crater.GetComponent<Collider>());
|
||||
|
||||
Renderer r = crater.GetComponent<Renderer>();
|
||||
r.material = craterMaterial;
|
||||
r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
||||
|
||||
craters.Add(crater);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user