using System.Collections; using System.Collections.Generic; using UnityEngine; public class JupiterThermosphereEffects : MonoBehaviour { [Header("Налаштування")] public Material auroraMaterial; public Material solarWindMaterial; public float planetRadius = 72f; [Range(0f, 1f)] public float thermosphereLevel = 1f; public float previousLevel = 1f; private ParticleSystem auroraSystemNorth; private ParticleSystem auroraSystemSouth; private ParticleSystem ionizationSystem; private ParticleSystem solarWindSystem; private Light auroraGlowNorth; private Light auroraGlowSouth; void Awake() { enabled = false; } public void InitState() { if (auroraSystemNorth != null) Destroy(auroraSystemNorth.gameObject); if (auroraSystemSouth != null) Destroy(auroraSystemSouth.gameObject); if (ionizationSystem != null) Destroy(ionizationSystem.gameObject); if (solarWindSystem != null) Destroy(solarWindSystem.gameObject); if (auroraGlowNorth != null) Destroy(auroraGlowNorth.gameObject); if (auroraGlowSouth != null) Destroy(auroraGlowSouth.gameObject); auroraSystemNorth = null; auroraSystemSouth = null; ionizationSystem = null; solarWindSystem = null; auroraGlowNorth = null; auroraGlowSouth = null; thermosphereLevel = 1f; previousLevel = 1f; CreateAurora(); CreateIonization(); CreateSolarWind(); } void CreateAurora() { auroraSystemNorth = CreateAuroraSystem("JupiterAuroraNorth", Vector3.up); auroraSystemSouth = CreateAuroraSystem("JupiterAuroraSouth", Vector3.down); GameObject glowNorthObj = new GameObject("AuroraGlowNorth"); glowNorthObj.transform.parent = null; glowNorthObj.transform.position = transform.position + Vector3.up * planetRadius * 1.1f; auroraGlowNorth = glowNorthObj.AddComponent(); auroraGlowNorth.type = LightType.Point; auroraGlowNorth.color = new Color(0.3f, 0.5f, 1f); auroraGlowNorth.intensity = 15f; auroraGlowNorth.range = planetRadius * 6f; GameObject glowSouthObj = new GameObject("AuroraGlowSouth"); glowSouthObj.transform.parent = null; glowSouthObj.transform.position = transform.position + Vector3.down * planetRadius * 1.1f; auroraGlowSouth = glowSouthObj.AddComponent(); auroraGlowSouth.type = LightType.Point; auroraGlowSouth.color = new Color(0.3f, 0.5f, 1f); auroraGlowSouth.intensity = 15f; auroraGlowSouth.range = planetRadius * 6f; } ParticleSystem CreateAuroraSystem(string name, Vector3 poleDir) { GameObject obj = new GameObject(name); obj.transform.parent = null; obj.transform.position = transform.position + poleDir * (planetRadius * 0.9f); obj.transform.up = poleDir; ParticleSystem ps = obj.AddComponent(); var main = ps.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 3000; main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(2f, 6f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.4f, 0.1f, 1f, 1f), new Color(0.1f, 0.8f, 0.5f, 0.8f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = ps.emission; emission.rateOverTime = 200f; var shape = ps.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Donut; shape.radius = planetRadius * 0.4f; shape.donutRadius = planetRadius * 0.05f; shape.radiusThickness = 1f; shape.arc = 360f; var vel = ps.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.Local; vel.x = new ParticleSystem.MinMaxCurve(0f); vel.y = new ParticleSystem.MinMaxCurve(5f); vel.z = new ParticleSystem.MinMaxCurve(0f); vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(0f); vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f); var sizeOverLifetime = ps.sizeOverLifetime; sizeOverLifetime.enabled = true; AnimationCurve sizeCurve = new AnimationCurve( new Keyframe(0f, 0.3f), new Keyframe(0.2f, 1f), new Keyframe(0.8f, 0.8f), new Keyframe(1f, 0f) ); sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve); var colorOverLifetime = ps.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(0.4f, 0.1f, 1f), 0f), new GradientColorKey(new Color(0.2f, 0.6f, 1f), 0.3f), new GradientColorKey(new Color(0.1f, 0.9f, 0.5f), 0.6f), new GradientColorKey(new Color(0.3f, 0.2f, 1f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(1f, 0.1f), new GradientAlphaKey(0.8f, 0.7f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var noise = ps.noise; noise.enabled = true; noise.strength = 2f; noise.frequency = 0.3f; noise.scrollSpeed = 0.5f; noise.octaveCount = 2; var renderer = ps.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 5f; if (auroraMaterial != null) renderer.material = auroraMaterial; ps.Play(); return ps; } void CreateIonization() { GameObject obj = new GameObject("JupiterIonization"); obj.transform.parent = null; obj.transform.position = transform.position; ionizationSystem = obj.AddComponent(); var main = ionizationSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 5000; main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(1f, 3f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.3f, 0.4f, 1f, 0.6f), new Color(0.2f, 0.3f, 0.8f, 0.4f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = ionizationSystem.emission; emission.rateOverTime = 300f; var shape = ionizationSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = planetRadius * 1.15f; shape.radiusThickness = 0.05f; var vel = ionizationSystem.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.World; vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(2f); vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f); vel.x = new ParticleSystem.MinMaxCurve(0f); vel.y = new ParticleSystem.MinMaxCurve(0f); vel.z = new ParticleSystem.MinMaxCurve(0f); var colorOverLifetime = ionizationSystem.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(0.3f, 0.4f, 1f), 0f), new GradientColorKey(new Color(0.2f, 0.3f, 0.8f), 0.5f), new GradientColorKey(new Color(0.1f, 0.2f, 0.6f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.6f, 0.15f), new GradientAlphaKey(0.4f, 0.8f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var renderer = ionizationSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 3f; if (auroraMaterial != null) renderer.material = auroraMaterial; ionizationSystem.Play(); } void CreateSolarWind() { GameObject obj = new GameObject("JupiterSolarWind"); obj.transform.parent = null; obj.transform.position = transform.position; solarWindSystem = obj.AddComponent(); var main = solarWindSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 5000; main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 6f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(0.5f, 1.5f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(1f, 0.9f, 0.5f, 0.7f), new Color(1f, 0.7f, 0.3f, 0.5f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = solarWindSystem.emission; emission.rateOverTime = 400f; var shape = solarWindSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = planetRadius * 2.9f; shape.radiusThickness = 0.05f; var vel = solarWindSystem.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.World; vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(5f); vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f); vel.x = new ParticleSystem.MinMaxCurve(0f); vel.y = new ParticleSystem.MinMaxCurve(0f); vel.z = new ParticleSystem.MinMaxCurve(0f); var colorOverLifetime = solarWindSystem.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(1f, 0.9f, 0.5f), 0f), new GradientColorKey(new Color(1f, 0.7f, 0.3f), 0.5f), new GradientColorKey(new Color(0.8f, 0.5f, 0.2f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.7f, 0.1f), new GradientAlphaKey(0.5f, 0.8f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var renderer = solarWindSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 2f; if (solarWindMaterial != null) renderer.material = solarWindMaterial; solarWindSystem.Play(); } void UpdateAurora() { float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel); if (auroraSystemNorth != null) { var e = auroraSystemNorth.emission; e.rateOverTime = Mathf.Lerp(100f, 0f, t); } if (auroraSystemSouth != null) { var e = auroraSystemSouth.emission; e.rateOverTime = Mathf.Lerp(100f, 0f, t); } if (auroraGlowNorth != null) auroraGlowNorth.intensity = Mathf.Lerp(3f, 0f, t); if (auroraGlowSouth != null) auroraGlowSouth.intensity = Mathf.Lerp(3f, 0f, t); } void UpdateIonization() { if (ionizationSystem == null) return; var e = ionizationSystem.emission; float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel); e.rateOverTime = Mathf.Lerp(150f, 400f, t); } void UpdateSolarWind() { if (solarWindSystem == null) return; var e = solarWindSystem.emission; float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel); e.rateOverTime = Mathf.Lerp(200f, 600f, t); } void Update() { if (!Application.isPlaying) return; if (thermosphereLevel >= 1f && previousLevel < 1f) InitState(); previousLevel = thermosphereLevel; UpdateAurora(); UpdateIonization(); UpdateSolarWind(); } public void CleanUp() { if (auroraSystemNorth != null) Destroy(auroraSystemNorth.gameObject); if (auroraSystemSouth != null) Destroy(auroraSystemSouth.gameObject); if (ionizationSystem != null) Destroy(ionizationSystem.gameObject); if (solarWindSystem != null) Destroy(solarWindSystem.gameObject); if (auroraGlowNorth != null) Destroy(auroraGlowNorth.gameObject); if (auroraGlowSouth != null) Destroy(auroraGlowSouth.gameObject); auroraSystemNorth = null; auroraSystemSouth = null; ionizationSystem = null; solarWindSystem = null; auroraGlowNorth = null; auroraGlowSouth = null; enabled = false; } }