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248
Assets/Scripts/UranusThermosphereEffects.cs
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248
Assets/Scripts/UranusThermosphereEffects.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 UranusThermosphereEffects : MonoBehaviour
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{
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[Header("Íàëàøòóâàííÿ")]
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public Material auroraMaterial;
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public float planetRadius = 58f;
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[Range(0f, 1f)]
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public float thermosphereLevel = 1f;
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public float previousLevel = 1f;
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private ParticleSystem _auroraSystem;
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private ParticleSystem _ionizationSystem;
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private Light _auroraGlow;
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void Awake() { enabled = false; }
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public void InitState()
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{
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if (_auroraSystem != null) Destroy(_auroraSystem.gameObject);
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if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject);
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if (_auroraGlow != null) Destroy(_auroraGlow.gameObject);
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_auroraSystem = null;
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_ionizationSystem = null;
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_auroraGlow = null;
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thermosphereLevel = 1f;
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previousLevel = 1f;
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CreateAurora();
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CreateIonization();
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}
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void CreateAurora()
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{
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float r = planetRadius * transform.lossyScale.x;
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GameObject obj = new GameObject("UranusAurora");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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_auroraSystem = obj.AddComponent<ParticleSystem>();
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var main = _auroraSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 15000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 7f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(r * 0.002f, r * 0.006f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.4f, 0.3f, 1f, 1f),
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new Color(0.2f, 0.6f, 0.9f, 0.8f)
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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 = _auroraSystem.emission;
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emission.rateOverTime = 400f;
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var shape = _auroraSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = r * 0.95f;
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shape.radiusThickness = 1f;
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var vel = _auroraSystem.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(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(1.5f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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var sizeOverLifetime = _auroraSystem.sizeOverLifetime;
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sizeOverLifetime.enabled = true;
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AnimationCurve sizeCurve = new AnimationCurve(
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new Keyframe(0f, 0.1f),
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new Keyframe(0.2f, 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 = _auroraSystem.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(0.4f, 0.3f, 1f), 0f),
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new GradientColorKey(new Color(0.2f, 0.7f, 1f), 0.4f),
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new GradientColorKey(new Color(0.5f, 0.2f, 0.9f), 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(1f, 0.1f),
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new GradientAlphaKey(0.8f, 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 = _auroraSystem.noise;
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noise.enabled = true;
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noise.strength = 1.5f;
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noise.frequency = 0.15f;
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noise.scrollSpeed = 0.2f;
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noise.octaveCount = 2;
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var renderer = _auroraSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 5f;
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if (auroraMaterial != null) renderer.material = auroraMaterial;
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_auroraSystem.Play();
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GameObject glowObj = new GameObject("UranusAuroraGlow");
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glowObj.transform.parent = null;
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glowObj.transform.position = transform.position;
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_auroraGlow = glowObj.AddComponent<Light>();
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_auroraGlow.type = LightType.Point;
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_auroraGlow.color = new Color(0.4f, 0.3f, 1f);
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_auroraGlow.intensity = 60f;
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_auroraGlow.range = r * 1.2f;
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}
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void CreateIonization()
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{
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float r = planetRadius * transform.lossyScale.x;
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GameObject obj = new GameObject("UranusIonization");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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_ionizationSystem = obj.AddComponent<ParticleSystem>();
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var main = _ionizationSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 10000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(r * 0.006f, r * 0.015f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.3f, 0.5f, 1f, 0.8f),
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new Color(0.5f, 0.3f, 0.9f, 0.5f)
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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 = _ionizationSystem.emission;
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emission.rateOverTime = 600f;
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var shape = _ionizationSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = r * 0.9f;
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shape.radiusThickness = 1f;
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var vel = _ionizationSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(2f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = _ionizationSystem.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(0.3f, 0.5f, 1f), 0f),
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new GradientColorKey(new Color(0.5f, 0.3f, 0.9f), 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(0.8f, 0.1f),
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new GradientAlphaKey(0.5f, 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 = _ionizationSystem.noise;
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noise.enabled = true;
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noise.strength = 1f;
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noise.frequency = 0.1f;
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noise.scrollSpeed = 0.15f;
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var renderer = _ionizationSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 3f;
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if (auroraMaterial != null) renderer.material = auroraMaterial;
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_ionizationSystem.Play();
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}
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void UpdateAurora()
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{
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if (_auroraSystem == null) return;
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var e = _auroraSystem.emission;
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if (thermosphereLevel <= 0f)
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{
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e.rateOverTime = 0f;
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if (_auroraGlow != null) _auroraGlow.intensity = 0f;
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return;
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}
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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e.rateOverTime = Mathf.Lerp(400f, 0f, t);
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if (_auroraGlow != null) _auroraGlow.intensity = Mathf.Lerp(60f, 0f, t);
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}
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void UpdateIonization()
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{
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if (_ionizationSystem == null) return;
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var e = _ionizationSystem.emission;
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if (thermosphereLevel <= 0f) { e.rateOverTime = 0f; return; }
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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e.rateOverTime = Mathf.Lerp(600f, 2500f, t);
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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 (thermosphereLevel >= 1f && previousLevel < 1f) InitState();
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previousLevel = thermosphereLevel;
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UpdateAurora();
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UpdateIonization();
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}
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public void CleanUp()
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{
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if (_auroraSystem != null) Destroy(_auroraSystem.gameObject);
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if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject);
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if (_auroraGlow != null) Destroy(_auroraGlow.gameObject);
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_auroraSystem = null;
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_ionizationSystem = null;
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_auroraGlow = null;
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enabled = false;
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}
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}
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