using System.Collections; using System.Collections.Generic; using UnityEngine; public class SaturnTroposphereEffects : MonoBehaviour { [Header("Налаштування")] public Material stormMaterial; public Material windMaterial; public float planetRadius = 58f; [Range(0f, 1f)] public float troposphereLevel = 1f; public float previousLevel = 1f; private List _bandClusters = new List(); private List _windClusters = new List(); void Awake() { enabled = false; } public void InitState() { foreach (var ps in _bandClusters) if (ps != null) Destroy(ps.gameObject); _bandClusters.Clear(); foreach (var ps in _windClusters) if (ps != null) Destroy(ps.gameObject); _windClusters.Clear(); troposphereLevel = 1f; previousLevel = 1f; CreateBands(); CreateWindStreams(); } void CreateBands() { float[] latitudes = { -50f, -25f, -8f, 8f, 25f, 50f }; float[] speeds = { 2f, -1.5f, 2.5f, -2.5f, 1.5f, -2f }; Color[] colors = { new Color(0.8f, 0.72f, 0.5f), new Color(0.88f, 0.8f, 0.58f), new Color(0.85f, 0.76f, 0.52f), new Color(0.82f, 0.74f, 0.5f), new Color(0.78f, 0.7f, 0.48f), new Color(0.75f, 0.67f, 0.45f) }; for (int i = 0; i < latitudes.Length; i++) { GameObject obj = new GameObject("SaturnBand_" + 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 = 15000; main.startLifetime = new ParticleSystem.MinMaxCurve(6f, 12f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(0.375f, 3f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(colors[i].r, colors[i].g, colors[i].b, 0.6f), new Color(colors[i].r * 0.85f, colors[i].g * 0.85f, colors[i].b * 0.85f, 0.4f) ); 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 = planetRadius; shape.radiusThickness = 0.02f; 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(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(0.6f, 0.15f), new GradientAlphaKey(0.4f, 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 = 4f; if (stormMaterial != null) renderer.material = stormMaterial; ps.Play(); _bandClusters.Add(ps); } } void CreateWindStreams() { float[] latitudes = { -15f, 0f, 15f }; float[] speeds = { 15f, -18f, 15f }; for (int i = 0; i < latitudes.Length; i++) { GameObject obj = new GameObject("SaturnWind_" + 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 = 20000; main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(1.25f, 3.75f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.95f, 0.9f, 0.75f, 0.6f), new Color(0.85f, 0.8f, 0.65f, 0.4f) ); 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 = planetRadius * 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(0.95f, 0.9f, 0.75f), 0f), new GradientColorKey(new Color(0.85f, 0.8f, 0.65f), 0.5f), new GradientColorKey(new Color(0.75f, 0.7f, 0.55f), 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(0f, 0f), new GradientAlphaKey(0.6f, 0.1f), new GradientAlphaKey(0.4f, 0.8f), new GradientAlphaKey(0f, 1f) } ); colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient); var renderer = ps.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 3f; if (windMaterial != null) renderer.material = windMaterial; else if (stormMaterial != null) renderer.material = stormMaterial; ps.Play(); _windClusters.Add(ps); } } void UpdateBands() { foreach (var ps in _bandClusters) { if (ps == null) continue; var emission = ps.emission; if (troposphereLevel <= 0f) { emission.rateOverTime = 0f; continue; } if (troposphereLevel >= 0.7f) emission.rateOverTime = 0f; else if (troposphereLevel >= 0.5f) emission.rateOverTime = Mathf.Lerp(0f, 400f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel)); else if (troposphereLevel >= 0.3f) emission.rateOverTime = Mathf.Lerp(400f, 1200f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel)); else emission.rateOverTime = Mathf.Lerp(1200f, 2500f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel)); } } void UpdateWindStreams() { foreach (var ps in _windClusters) { if (ps == null) continue; var emission = ps.emission; if (troposphereLevel <= 0f) { emission.rateOverTime = 0f; continue; } if (troposphereLevel >= 1f) emission.rateOverTime = 800f; else if (troposphereLevel >= 0.7f) emission.rateOverTime = Mathf.Lerp(800f, 1200f, Mathf.InverseLerp(1f, 0.7f, troposphereLevel)); else if (troposphereLevel >= 0.5f) emission.rateOverTime = Mathf.Lerp(1200f, 2000f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel)); else if (troposphereLevel >= 0.3f) emission.rateOverTime = Mathf.Lerp(2000f, 3000f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel)); else emission.rateOverTime = Mathf.Lerp(3000f, 5000f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel)); } } void Update() { if (!Application.isPlaying) return; if (troposphereLevel >= 1f && previousLevel < 1f) InitState(); previousLevel = troposphereLevel; UpdateBands(); UpdateWindStreams(); } public void CleanUp() { foreach (var ps in _bandClusters) if (ps != null) Destroy(ps.gameObject); _bandClusters.Clear(); foreach (var ps in _windClusters) if (ps != null) Destroy(ps.gameObject); _windClusters.Clear(); enabled = false; } }