using System.Collections; using System.Collections.Generic; using UnityEngine; public class NeptuneThermosphereEffects : MonoBehaviour { [Header("Налаштування")] public Material auroraMaterial; public float planetRadius = 58f; [Range(0f, 1f)] public float thermosphereLevel = 1f; public float previousLevel = 1f; private ParticleSystem _auroraNorth; private ParticleSystem _auroraSouth; private ParticleSystem _ionizationSystem; private Light _auroraGlowNorth; private Light _auroraGlowSouth; void Awake() { enabled = false; } public void InitState() { if (_auroraNorth != null) Destroy(_auroraNorth.gameObject); if (_auroraSouth != null) Destroy(_auroraSouth.gameObject); if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject); if (_auroraGlowNorth != null) Destroy(_auroraGlowNorth.gameObject); if (_auroraGlowSouth != null) Destroy(_auroraGlowSouth.gameObject); _auroraNorth = null; _auroraSouth = null; _ionizationSystem = null; _auroraGlowNorth = null; _auroraGlowSouth = null; thermosphereLevel = 1f; previousLevel = 1f; CreateAurora(); CreateIonization(); } void CreateAurora() { float r = planetRadius * transform.lossyScale.x; _auroraNorth = CreateAuroraSystem("NeptuneAuroraNorth", r, Vector3.up); _auroraSouth = CreateAuroraSystem("NeptuneAuroraSouth", r, Vector3.down); GameObject glowN = new GameObject("NeptuneAuroraGlowNorth"); glowN.transform.position = transform.position + Vector3.up * r * 1.1f; _auroraGlowNorth = glowN.AddComponent(); _auroraGlowNorth.type = LightType.Point; _auroraGlowNorth.color = new Color(0.2f, 0.5f, 1f); _auroraGlowNorth.intensity = 80f; _auroraGlowNorth.range = r * 5f; GameObject glowS = new GameObject("NeptuneAuroraGlowSouth"); glowS.transform.position = transform.position + Vector3.down * r * 1.1f; _auroraGlowSouth = glowS.AddComponent(); _auroraGlowSouth.type = LightType.Point; _auroraGlowSouth.color = new Color(0.5f, 0.2f, 1f); _auroraGlowSouth.intensity = 80f; _auroraGlowSouth.range = r * 5f; } ParticleSystem CreateAuroraSystem(string name, float r, Vector3 poleDir) { GameObject obj = new GameObject(name); obj.transform.parent = null; obj.transform.position = transform.position + poleDir * r * 0.85f; obj.transform.up = poleDir; ParticleSystem ps = obj.AddComponent(); var main = ps.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 8000; main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 5f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(r * 0.02f, r * 0.06f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.1f, 0.4f, 1f, 1f), new Color(0.5f, 0.2f, 1f, 0.8f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = ps.emission; emission.rateOverTime = 400f; var shape = ps.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Donut; shape.radius = r * 0.35f; shape.donutRadius = r * 0.06f; 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(r * 0.012f); 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, 0.2f), new Keyframe(0.15f, 1f), new Keyframe(0.7f, 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(0.1f, 0.4f, 1f), 0f), new GradientColorKey(new Color(0.3f, 0.7f, 1f), 0.3f), new GradientColorKey(new Color(0.6f, 0.2f, 1f), 0.7f), new GradientColorKey(new Color(0.2f, 0.5f, 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 = 0.25f; noise.scrollSpeed = 0.4f; 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() { float r = planetRadius * transform.lossyScale.x; GameObject obj = new GameObject("NeptuneIonization"); obj.transform.parent = null; obj.transform.position = transform.position; _ionizationSystem = obj.AddComponent(); var main = _ionizationSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 6000; main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(r * 0.005f, r * 0.012f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.2f, 0.5f, 1f, 0.8f), new Color(0.5f, 0.2f, 0.9f, 0.5f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = _ionizationSystem.emission; emission.rateOverTime = 600f; var shape = _ionizationSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = r * 1.2f; shape.radiusThickness = 0.03f; 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(0.2f, 0.5f, 1f), 0f), new GradientColorKey(new Color(0.5f, 0.2f, 0.9f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.8f, 0.1f), new GradientAlphaKey(0.5f, 0.7f), 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 UpdateAurora() { float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel); if (_auroraNorth != null) { var e = _auroraNorth.emission; e.rateOverTime = thermosphereLevel <= 0f ? 0f : Mathf.Lerp(400f, 0f, t); } if (_auroraSouth != null) { var e = _auroraSouth.emission; e.rateOverTime = thermosphereLevel <= 0f ? 0f : Mathf.Lerp(400f, 0f, t); } if (_auroraGlowNorth != null) _auroraGlowNorth.intensity = thermosphereLevel <= 0f ? 0f : Mathf.Lerp(80f, 0f, t); if (_auroraGlowSouth != null) _auroraGlowSouth.intensity = thermosphereLevel <= 0f ? 0f : Mathf.Lerp(80f, 0f, t); } void UpdateIonization() { if (_ionizationSystem == null) return; var e = _ionizationSystem.emission; if (thermosphereLevel <= 0f) { e.rateOverTime = 0f; return; } float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel); e.rateOverTime = Mathf.Lerp(600f, 3000f, t); } void Update() { if (!Application.isPlaying) return; if (thermosphereLevel >= 1f && previousLevel < 1f) InitState(); previousLevel = thermosphereLevel; UpdateAurora(); UpdateIonization(); } public void CleanUp() { if (_auroraNorth != null) Destroy(_auroraNorth.gameObject); if (_auroraSouth != null) Destroy(_auroraSouth.gameObject); if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject); if (_auroraGlowNorth != null) Destroy(_auroraGlowNorth.gameObject); if (_auroraGlowSouth != null) Destroy(_auroraGlowSouth.gameObject); _auroraNorth = null; _auroraSouth = null; _ionizationSystem = null; _auroraGlowNorth = null; _auroraGlowSouth = null; enabled = false; } }