using System.Collections; using System.Collections.Generic; using UnityEngine; public class NeptuneTroposphereEffects : MonoBehaviour { [Header("Налаштування")] public Material stormMaterial; public Material cloudMaterial; public float planetRadius = 58f; [Range(0f, 1f)] public float troposphereLevel = 1f; public float previousLevel = 1f; private List _stormClusters = new List(); private ParticleSystem _darkSpotSystem; private List _cloudClusters = new List(); private Light _stormGlow; void Awake() { enabled = false; } public void InitState() { foreach (var ps in _stormClusters) if (ps != null) Destroy(ps.gameObject); _stormClusters.Clear(); foreach (var ps in _cloudClusters) if (ps != null) Destroy(ps.gameObject); _cloudClusters.Clear(); if (_darkSpotSystem != null) Destroy(_darkSpotSystem.gameObject); if (_stormGlow != null) Destroy(_stormGlow.gameObject); _darkSpotSystem = null; _stormGlow = null; troposphereLevel = 1f; previousLevel = 1f; CreateStorms(); CreateDarkSpot(); CreateClouds(); } void CreateStorms() { float r = planetRadius * transform.lossyScale.x; float[] latitudes = { -45f, -20f, 0f, 20f, 45f }; float[] speeds = { 25f, -30f, 28f, -25f, 22f }; for (int i = 0; i < latitudes.Length; i++) { GameObject obj = new GameObject("NeptuneStorm_" + 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 = 5000; main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 5f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(r * 0.008f, r * 0.02f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.2f, 0.4f, 0.9f, 0.5f), new Color(0.1f, 0.2f, 0.7f, 0.3f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = ps.emission; emission.rateOverTime = 0f; var shape = ps.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = r * 1.01f; shape.radiusThickness = 0.01f; 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(speeds[i]); 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(new Color(0.2f, 0.4f, 0.9f), 0f), new GradientColorKey(new Color(0.1f, 0.2f, 0.7f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.5f, 0.1f), new GradientAlphaKey(0.3f, 0.8f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var noise = ps.noise; noise.enabled = true; noise.strength = 1f; noise.frequency = 0.2f; noise.scrollSpeed = 0.1f; var renderer = ps.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 3f; if (stormMaterial != null) renderer.material = stormMaterial; ps.Play(); _stormClusters.Add(ps); } } void CreateDarkSpot() { float r = planetRadius * transform.lossyScale.x; GameObject obj = new GameObject("NeptuneDarkSpot"); obj.transform.parent = null; obj.transform.position = transform.position; _darkSpotSystem = obj.AddComponent(); var main = _darkSpotSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 5000; 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(0.05f, 0.05f, 0.3f, 0.9f), new Color(0.1f, 0.1f, 0.5f, 0.7f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = _darkSpotSystem.emission; emission.rateOverTime = 200f; var shape = _darkSpotSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Donut; shape.radius = r * 0.2f; shape.donutRadius = r * 0.05f; shape.radiusThickness = 1f; shape.arc = 360f; shape.position = new Vector3(0f, r * 0.3f, 0f); var vel = _darkSpotSystem.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.Local; vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(-8f); 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 = _darkSpotSystem.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(0.05f, 0.05f, 0.3f), 0f), new GradientColorKey(new Color(0.1f, 0.1f, 0.5f), 0.5f), new GradientColorKey(new Color(0.05f, 0.05f, 0.2f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0.9f, 0f), new GradientAlphaKey(0.7f, 0.5f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var renderer = _darkSpotSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 5f; if (stormMaterial != null) renderer.material = stormMaterial; _darkSpotSystem.Play(); GameObject glowObj = new GameObject("NeptuneStormGlow"); glowObj.transform.parent = null; glowObj.transform.position = transform.position + Vector3.up * r * 0.3f; _stormGlow = glowObj.AddComponent(); _stormGlow.type = LightType.Point; _stormGlow.color = new Color(0.1f, 0.2f, 0.8f); _stormGlow.intensity = 40f; _stormGlow.range = r * 3f; } void CreateClouds() { float r = planetRadius * transform.lossyScale.x; float[] latitudes = { -30f, 0f, 30f }; for (int i = 0; i < latitudes.Length; i++) { GameObject obj = new GameObject("NeptuneCloud_" + 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 = 2000; main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 6f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(r * 0.015f, r * 0.04f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.85f, 0.9f, 1f, 0.7f), new Color(0.7f, 0.8f, 0.95f, 0.5f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = ps.emission; emission.rateOverTime = 40f; var shape = ps.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = r * 1.02f; shape.radiusThickness = 0.01f; 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 ? 20f : -20f); 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(new Color(0.9f, 0.95f, 1f), 0f), new GradientColorKey(new Color(0.7f, 0.8f, 0.95f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.7f, 0.2f), new GradientAlphaKey(0.5f, 0.8f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var renderer = ps.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 4f; if (cloudMaterial != null) renderer.material = cloudMaterial; ps.Play(); _cloudClusters.Add(ps); } } void UpdateStorms() { foreach (var ps in _stormClusters) { if (ps == null) continue; var e = ps.emission; if (troposphereLevel <= 0f) { e.rateOverTime = 0f; continue; } if (troposphereLevel >= 0.7f) e.rateOverTime = 0f; else if (troposphereLevel >= 0.5f) e.rateOverTime = Mathf.Lerp(0f, 300f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel)); else if (troposphereLevel >= 0.3f) e.rateOverTime = Mathf.Lerp(300f, 800f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel)); else e.rateOverTime = Mathf.Lerp(800f, 2000f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel)); } } void UpdateDarkSpot() { if (_darkSpotSystem == null) return; var e = _darkSpotSystem.emission; if (troposphereLevel <= 0f) { e.rateOverTime = 0f; if (_stormGlow != null) _stormGlow.intensity = 0f; return; } float t = Mathf.InverseLerp(1f, 0f, troposphereLevel); e.rateOverTime = Mathf.Lerp(200f, 0f, t); if (_stormGlow != null) _stormGlow.intensity = Mathf.Lerp(40f, 0f, t); } void UpdateClouds() { foreach (var ps in _cloudClusters) { if (ps == null) continue; var e = ps.emission; if (troposphereLevel <= 0f) { e.rateOverTime = 0f; continue; } float t = Mathf.InverseLerp(1f, 0f, troposphereLevel); e.rateOverTime = Mathf.Lerp(40f, 0f, t); } } void Update() { if (!Application.isPlaying) return; if (troposphereLevel >= 1f && previousLevel < 1f) InitState(); previousLevel = troposphereLevel; UpdateStorms(); UpdateDarkSpot(); UpdateClouds(); } public void CleanUp() { foreach (var ps in _stormClusters) if (ps != null) Destroy(ps.gameObject); _stormClusters.Clear(); foreach (var ps in _cloudClusters) if (ps != null) Destroy(ps.gameObject); _cloudClusters.Clear(); if (_darkSpotSystem != null) Destroy(_darkSpotSystem.gameObject); if (_stormGlow != null) Destroy(_stormGlow.gameObject); _darkSpotSystem = null; _stormGlow = null; enabled = false; } }