using System.Collections; using System.Collections.Generic; using UnityEngine; public class SaturnStratosphereEffects : MonoBehaviour { [Header("Налаштування")] public Material fogMaterial; public Material cloudMaterial; public Material lightningMaterial; public float planetRadius = 58f; [Range(0f, 1f)] public float stratosphereLevel = 1f; public float previousLevel = 1f; private ParticleSystem fogSystem; private List cloudClusters = new List(); private ParticleSystem chemicalGlowSystem; private List lightningObjects = new List(); private Coroutine lightningCoroutine; void Awake() { enabled = false; } public void InitState() { if (fogSystem != null) Destroy(fogSystem.gameObject); foreach (var ps in cloudClusters) if (ps != null) Destroy(ps.gameObject); cloudClusters.Clear(); if (chemicalGlowSystem != null) Destroy(chemicalGlowSystem.gameObject); foreach (var obj in lightningObjects) if (obj != null) Destroy(obj); lightningObjects.Clear(); if (lightningCoroutine != null) StopCoroutine(lightningCoroutine); fogSystem = null; chemicalGlowSystem = null; stratosphereLevel = 1f; previousLevel = 1f; CreateFog(); CreateClouds(); CreateChemicalGlow(); lightningCoroutine = StartCoroutine(SpawnLightning()); } void CreateFog() { GameObject obj = new GameObject("SaturnFog"); obj.transform.parent = null; obj.transform.position = transform.position; fogSystem = obj.AddComponent(); var main = fogSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 4000; main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 15f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(3f, 8f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.92f, 0.87f, 0.7f, 0.15f), new Color(0.85f, 0.8f, 0.62f, 0.08f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = fogSystem.emission; emission.rateOverTime = 200f; var shape = fogSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = planetRadius * 1.12f; shape.radiusThickness = 0.08f; var vel = fogSystem.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.World; vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(0.5f); 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 = fogSystem.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(0.92f, 0.87f, 0.7f), 0f), new GradientColorKey(new Color(0.88f, 0.83f, 0.66f), 0.5f), new GradientColorKey(new Color(0.82f, 0.77f, 0.6f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.15f, 0.2f), new GradientAlphaKey(0.1f, 0.8f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var noise = fogSystem.noise; noise.enabled = true; noise.strength = 0.3f; noise.frequency = 0.1f; noise.scrollSpeed = 0.05f; var renderer = fogSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 2f; if (fogMaterial != null) renderer.material = fogMaterial; fogSystem.Play(); } void CreateClouds() { float[] latitudes = { -35f, -12f, 12f, 35f }; Color[] colors = { new Color(0.82f, 0.75f, 0.55f), new Color(0.88f, 0.82f, 0.62f), new Color(0.85f, 0.78f, 0.58f), new Color(0.8f, 0.73f, 0.52f) }; for (int i = 0; i < latitudes.Length; i++) { GameObject obj = new GameObject("SaturnCloud_" + i); obj.transform.parent = null; obj.transform.position = transform.position; ParticleSystem ps = obj.AddComponent(); var main = ps.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 1500; main.startLifetime = new ParticleSystem.MinMaxCurve(6f, 12f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(2f, 5f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(colors[i].r, colors[i].g, colors[i].b, 0.3f), new Color(colors[i].r * 0.85f, colors[i].g * 0.85f, colors[i].b * 0.85f, 0.15f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = ps.emission; emission.rateOverTime = 60f; var shape = ps.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = planetRadius * 1.1f; shape.radiusThickness = 0.05f; shape.arc = 360f; shape.rotation = new Vector3(latitudes[i], 0f, 0f); var vel = ps.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.World; vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(i % 2 == 0 ? 1.5f : -1.5f); 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 = ps.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(colors[i], 0f), new GradientColorKey(colors[i] * 0.85f, 0.5f), new GradientColorKey(colors[i] * 0.65f, 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.3f, 0.15f), new GradientAlphaKey(0.2f, 0.8f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var noise = ps.noise; noise.enabled = true; noise.strength = 0.3f; noise.frequency = 0.15f; noise.scrollSpeed = 0.08f; var renderer = ps.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 3f; if (cloudMaterial != null) renderer.material = cloudMaterial; ps.Play(); cloudClusters.Add(ps); } } void CreateChemicalGlow() { GameObject obj = new GameObject("SaturnChemicalGlow"); obj.transform.parent = null; obj.transform.position = transform.position; chemicalGlowSystem = obj.AddComponent(); var main = chemicalGlowSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 2000; main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(1f, 3f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.9f, 0.85f, 0.5f, 0.2f), new Color(0.8f, 0.75f, 0.4f, 0.1f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = chemicalGlowSystem.emission; emission.rateOverTime = 100f; var shape = chemicalGlowSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = planetRadius * 1.08f; shape.radiusThickness = 0.03f; var vel = chemicalGlowSystem.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.World; vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(1f); 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 = chemicalGlowSystem.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(0.9f, 0.85f, 0.5f), 0f), new GradientColorKey(new Color(0.85f, 0.78f, 0.45f), 0.5f), new GradientColorKey(new Color(0.75f, 0.68f, 0.35f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.2f, 0.15f), new GradientAlphaKey(0.1f, 0.8f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var renderer = chemicalGlowSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 1f; if (fogMaterial != null) renderer.material = fogMaterial; chemicalGlowSystem.Play(); } IEnumerator SpawnLightning() { while (enabled) { if (stratosphereLevel < 1f) { float interval = Mathf.Lerp(0.2f, 2f, stratosphereLevel); yield return new WaitForSeconds(interval); Vector3 dir = Random.onUnitSphere; Vector3 pos = transform.position + dir * planetRadius * 1.05f; GameObject lightObj = new GameObject("SaturnLightning"); lightObj.transform.position = pos; Light light = lightObj.AddComponent(); light.type = LightType.Point; light.color = new Color(0.9f, 0.85f, 0.6f); light.intensity = Mathf.Lerp(30f, 150f, 1f - stratosphereLevel); light.range = planetRadius * 3f; lightningObjects.Add(lightObj); yield return new WaitForSeconds(0.1f); if (lightObj != null) Destroy(lightObj); lightningObjects.Remove(lightObj); } else { yield return new WaitForSeconds(0.5f); } } } void UpdateFog() { if (fogSystem == null) return; var emission = fogSystem.emission; if (stratosphereLevel >= 1f) emission.rateOverTime = 200f; else if (stratosphereLevel >= 0.7f) emission.rateOverTime = Mathf.Lerp(200f, 120f, Mathf.InverseLerp(1f, 0.7f, stratosphereLevel)); else if (stratosphereLevel >= 0.5f) emission.rateOverTime = Mathf.Lerp(120f, 50f, Mathf.InverseLerp(0.7f, 0.5f, stratosphereLevel)); else if (stratosphereLevel >= 0.3f) emission.rateOverTime = Mathf.Lerp(50f, 10f, Mathf.InverseLerp(0.5f, 0.3f, stratosphereLevel)); else emission.rateOverTime = 0f; } void UpdateClouds() { foreach (var ps in cloudClusters) { if (ps == null) continue; var emission = ps.emission; if (stratosphereLevel >= 1f) emission.rateOverTime = 60f; else if (stratosphereLevel >= 0.7f) emission.rateOverTime = Mathf.Lerp(60f, 35f, Mathf.InverseLerp(1f, 0.7f, stratosphereLevel)); else if (stratosphereLevel >= 0.5f) emission.rateOverTime = Mathf.Lerp(35f, 15f, Mathf.InverseLerp(0.7f, 0.5f, stratosphereLevel)); else if (stratosphereLevel >= 0.3f) emission.rateOverTime = Mathf.Lerp(15f, 5f, Mathf.InverseLerp(0.5f, 0.3f, stratosphereLevel)); else emission.rateOverTime = 0f; } } void UpdateChemicalGlow() { if (chemicalGlowSystem == null) return; var emission = chemicalGlowSystem.emission; float t = Mathf.InverseLerp(1f, 0f, stratosphereLevel); emission.rateOverTime = Mathf.Lerp(100f, 0f, t); } void Update() { if (!Application.isPlaying) return; if (stratosphereLevel >= 1f && previousLevel < 1f) InitState(); previousLevel = stratosphereLevel; UpdateFog(); UpdateClouds(); UpdateChemicalGlow(); } public void CleanUp() { if (fogSystem != null) Destroy(fogSystem.gameObject); foreach (var ps in cloudClusters) if (ps != null) Destroy(ps.gameObject); cloudClusters.Clear(); if (chemicalGlowSystem != null) Destroy(chemicalGlowSystem.gameObject); foreach (var obj in lightningObjects) if (obj != null) Destroy(obj); lightningObjects.Clear(); if (lightningCoroutine != null) StopCoroutine(lightningCoroutine); fogSystem = null; chemicalGlowSystem = null; enabled = false; } }