using System.Collections; using System.Collections.Generic; using UnityEngine; public class SaturnThermosphereEffects : MonoBehaviour { [Header("Налаштування")] public Material ringRainMaterial; public Material solarWindMaterial; public float planetRadius = 58f; [Range(0f, 1f)] public float thermosphereLevel = 1f; public float previousLevel = 1f; private ParticleSystem _ionizationSystem; private ParticleSystem _ringRainSystem; void Awake() { enabled = false; } float WorldRadius() { return planetRadius * transform.lossyScale.x; } public void InitState() { if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject); if (_ringRainSystem != null) Destroy(_ringRainSystem.gameObject); _ionizationSystem = null; _ringRainSystem = null; thermosphereLevel = 1f; previousLevel = 1f; CreateIonization(); CreateRingRain(); } void CreateIonization() { float r = WorldRadius(); GameObject obj = new GameObject("SaturnIonization"); obj.transform.parent = null; obj.transform.position = transform.position; _ionizationSystem = obj.AddComponent(); var main = _ionizationSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 30000; main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 9f); 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(0.5f, 0.8f, 1f, 1f), new Color(0.8f, 0.5f, 1f, 0.8f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = _ionizationSystem.emission; emission.rateOverTime = 1500f; var shape = _ionizationSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = r * 1.18f; shape.radiusThickness = 0.04f; var vel = _ionizationSystem.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.World; vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(2.5f); 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 = _ionizationSystem.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(0.5f, 0.8f, 1f), 0f), new GradientColorKey(new Color(0.7f, 0.5f, 1f), 0.5f), new GradientColorKey(new Color(1f, 0.3f, 0.8f), 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 = _ionizationSystem.noise; noise.enabled = true; noise.strength = 2f; noise.frequency = 0.15f; noise.scrollSpeed = 0.3f; var renderer = _ionizationSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 3f; if (solarWindMaterial != null) renderer.material = solarWindMaterial; _ionizationSystem.Play(); } void CreateRingRain() { float r = WorldRadius(); GameObject obj = new GameObject("SaturnRingRain"); obj.transform.parent = null; obj.transform.position = transform.position; obj.transform.rotation = Quaternion.Euler(90f, 0f, 0f); _ringRainSystem = obj.AddComponent(); var main = _ringRainSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 30000; main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f); main.startSpeed = new ParticleSystem.MinMaxCurve(r * 0.01f, r * 0.02f); main.startSize = new ParticleSystem.MinMaxCurve(r * 0.004f, r * 0.012f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.6f, 0.9f, 1f, 1f), new Color(0.4f, 0.7f, 1f, 0.8f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = _ringRainSystem.emission; emission.rateOverTime = 2000f; var shape = _ringRainSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Donut; shape.radius = r * 2f; shape.donutRadius = r * 0.5f; shape.radiusThickness = 1f; shape.arc = 360f; var vel = _ringRainSystem.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.World; vel.x = new ParticleSystem.MinMaxCurve(0f); vel.y = new ParticleSystem.MinMaxCurve(-(r * 0.015f)); 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 colorOverLifetime = _ringRainSystem.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(0.8f, 0.95f, 1f), 0f), new GradientColorKey(new Color(0.5f, 0.8f, 1f), 0.4f), new GradientColorKey(new Color(0.3f, 0.6f, 0.9f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0.8f, 0.5f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var renderer = _ringRainSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Stretch; renderer.velocityScale = 0.15f; renderer.lengthScale = 4f; renderer.sortingFudge = 4f; if (ringRainMaterial != null) renderer.material = ringRainMaterial; else if (solarWindMaterial != null) renderer.material = solarWindMaterial; _ringRainSystem.Play(); } 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(1500f, 4000f, t); } void UpdateRingRain() { if (_ringRainSystem == null) return; var e = _ringRainSystem.emission; if (thermosphereLevel <= 0f) { e.rateOverTime = 0f; return; } float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel); e.rateOverTime = Mathf.Lerp(2000f, 0f, t); } void Update() { if (!Application.isPlaying) return; if (thermosphereLevel >= 1f && previousLevel < 1f) InitState(); previousLevel = thermosphereLevel; UpdateIonization(); UpdateRingRain(); } public void CleanUp() { if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject); if (_ringRainSystem != null) Destroy(_ringRainSystem.gameObject); _ionizationSystem = null; _ringRainSystem = null; enabled = false; } }