using System.Collections; using System.Collections.Generic; using UnityEngine; public class UranusThermosphereEffects : MonoBehaviour { [Header("Налаштування")] public Material auroraMaterial; public float planetRadius = 58f; [Range(0f, 1f)] public float thermosphereLevel = 1f; public float previousLevel = 1f; private ParticleSystem _auroraSystem; private ParticleSystem _ionizationSystem; private Light _auroraGlow; void Awake() { enabled = false; } public void InitState() { if (_auroraSystem != null) Destroy(_auroraSystem.gameObject); if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject); if (_auroraGlow != null) Destroy(_auroraGlow.gameObject); _auroraSystem = null; _ionizationSystem = null; _auroraGlow = null; thermosphereLevel = 1f; previousLevel = 1f; CreateAurora(); CreateIonization(); } void CreateAurora() { float r = planetRadius * transform.lossyScale.x; GameObject obj = new GameObject("UranusAurora"); obj.transform.parent = null; obj.transform.position = transform.position; _auroraSystem = obj.AddComponent(); var main = _auroraSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 15000; main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 7f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(r * 0.002f, r * 0.006f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.4f, 0.3f, 1f, 1f), new Color(0.2f, 0.6f, 0.9f, 0.8f) ); main.simulationSpace = ParticleSystemSimulationSpace.World; main.gravityModifier = 0f; var emission = _auroraSystem.emission; emission.rateOverTime = 400f; var shape = _auroraSystem.shape; shape.enabled = true; shape.shapeType = ParticleSystemShapeType.Sphere; shape.radius = r * 0.95f; shape.radiusThickness = 1f; var vel = _auroraSystem.velocityOverLifetime; vel.enabled = true; vel.space = ParticleSystemSimulationSpace.World; vel.x = new ParticleSystem.MinMaxCurve(0f); vel.y = new ParticleSystem.MinMaxCurve(0f); vel.z = new ParticleSystem.MinMaxCurve(0f); vel.orbitalX = new ParticleSystem.MinMaxCurve(0f); vel.orbitalY = new ParticleSystem.MinMaxCurve(1.5f); vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f); var sizeOverLifetime = _auroraSystem.sizeOverLifetime; sizeOverLifetime.enabled = true; AnimationCurve sizeCurve = new AnimationCurve( new Keyframe(0f, 0.1f), new Keyframe(0.2f, 1f), new Keyframe(0.8f, 0.8f), new Keyframe(1f, 0f) ); sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve); var colorOverLifetime = _auroraSystem.colorOverLifetime; colorOverLifetime.enabled = true; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(new Color(0.4f, 0.3f, 1f), 0f), new GradientColorKey(new Color(0.2f, 0.7f, 1f), 0.4f), new GradientColorKey(new Color(0.5f, 0.2f, 0.9f), 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 = _auroraSystem.noise; noise.enabled = true; noise.strength = 1.5f; noise.frequency = 0.15f; noise.scrollSpeed = 0.2f; noise.octaveCount = 2; var renderer = _auroraSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 5f; if (auroraMaterial != null) renderer.material = auroraMaterial; _auroraSystem.Play(); GameObject glowObj = new GameObject("UranusAuroraGlow"); glowObj.transform.parent = null; glowObj.transform.position = transform.position; _auroraGlow = glowObj.AddComponent(); _auroraGlow.type = LightType.Point; _auroraGlow.color = new Color(0.4f, 0.3f, 1f); _auroraGlow.intensity = 60f; _auroraGlow.range = r * 1.2f; } void CreateIonization() { float r = planetRadius * transform.lossyScale.x; GameObject obj = new GameObject("UranusIonization"); obj.transform.parent = null; obj.transform.position = transform.position; _ionizationSystem = obj.AddComponent(); var main = _ionizationSystem.main; main.loop = true; main.playOnAwake = true; main.maxParticles = 10000; main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f); main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f); main.startSize = new ParticleSystem.MinMaxCurve(r * 0.006f, r * 0.015f); main.startColor = new ParticleSystem.MinMaxGradient( new Color(0.3f, 0.5f, 1f, 0.8f), new Color(0.5f, 0.3f, 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 * 0.9f; shape.radiusThickness = 1f; 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(0.3f, 0.5f, 1f), 0f), new GradientColorKey(new Color(0.5f, 0.3f, 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 noise = _ionizationSystem.noise; noise.enabled = true; noise.strength = 1f; noise.frequency = 0.1f; noise.scrollSpeed = 0.15f; var renderer = _ionizationSystem.GetComponent(); renderer.renderMode = ParticleSystemRenderMode.Billboard; renderer.sortingFudge = 3f; if (auroraMaterial != null) renderer.material = auroraMaterial; _ionizationSystem.Play(); } void UpdateAurora() { if (_auroraSystem == null) return; var e = _auroraSystem.emission; if (thermosphereLevel <= 0f) { e.rateOverTime = 0f; if (_auroraGlow != null) _auroraGlow.intensity = 0f; return; } float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel); e.rateOverTime = Mathf.Lerp(400f, 0f, t); if (_auroraGlow != null) _auroraGlow.intensity = Mathf.Lerp(60f, 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, 2500f, t); } void Update() { if (!Application.isPlaying) return; if (thermosphereLevel >= 1f && previousLevel < 1f) InitState(); previousLevel = thermosphereLevel; UpdateAurora(); UpdateIonization(); } public void CleanUp() { if (_auroraSystem != null) Destroy(_auroraSystem.gameObject); if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject); if (_auroraGlow != null) Destroy(_auroraGlow.gameObject); _auroraSystem = null; _ionizationSystem = null; _auroraGlow = null; enabled = false; } }