Files
ScienceLab.AtmosphericPressure/Assets/Scripts/ExosphereEffects.cs
2026-05-29 18:21:53 +03:00

141 lines
4.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ExosphereEffects : MonoBehaviour
{
[Header("Ñóïóòíèêè")]
public ThermosphereEffects thermosphereEffects;
[Header("Âèò³êàííÿ àòìîñôåðè")]
public Material leakMaterial;
public float leakRadius = 55f;
[Range(0f, 1f)]
public float exosphereLevel = 1f;
private ParticleSystem leakSystem;
void Start()
{
CreateLeakEffect();
}
void CreateLeakEffect()
{
GameObject obj = new GameObject("AtmosphericLeak");
obj.transform.parent = this.transform;
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
leakSystem = obj.AddComponent<ParticleSystem>();
var main = leakSystem.main;
main.loop = true;
main.playOnAwake = false;
main.maxParticles = 50000;
main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 15f);
main.startSpeed = new ParticleSystem.MinMaxCurve(10f, 30f);
main.startSize = new ParticleSystem.MinMaxCurve(1.2f, 1.8f);
main.gravityModifier = -0.3f;
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.2f, 0.5f, 1.0f, 1f),
new Color(0.4f, 0.8f, 1.0f, 0.9f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
var emission = leakSystem.emission;
emission.rateOverTime = 0f;
var shape = leakSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = leakRadius * 0.5f;
shape.radiusThickness = 0f;
var colorOverLifetime = leakSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.2f, 0.5f, 1.0f), 0f),
new GradientColorKey(new Color(0.4f, 0.8f, 1.0f), 0.5f),
new GradientColorKey(new Color(0.1f, 0.1f, 0.4f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(0.6f, 0.7f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var sizeOverLifetime = leakSystem.sizeOverLifetime;
sizeOverLifetime.enabled = true;
AnimationCurve sizeCurve = new AnimationCurve();
sizeCurve.AddKey(0f, 0f);
sizeCurve.AddKey(0.1f, 1f);
sizeCurve.AddKey(0.8f, 0.8f);
sizeCurve.AddKey(1f, 0f);
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
var psRenderer = leakSystem.GetComponent<ParticleSystemRenderer>();
psRenderer.renderMode = ParticleSystemRenderMode.Billboard;
psRenderer.sortingFudge = 5f;
if (leakMaterial != null)
psRenderer.material = leakMaterial;
}
void UpdateLeak()
{
if (leakSystem == null) return;
var emission = leakSystem.emission;
if (exosphereLevel <= 0f)
{
emission.rateOverTime = 0f;
leakSystem.gameObject.SetActive(false);
return;
}
leakSystem.gameObject.SetActive(true);
if (exosphereLevel <= 0.7f)
{
float t = Mathf.InverseLerp(0.7f, 0f, exosphereLevel);
emission.rateOverTime = Mathf.Lerp(100f, 2000f, t);
if (!leakSystem.isPlaying)
leakSystem.Play();
}
else
{
emission.rateOverTime = 0f;
}
}
void Update()
{
if (!Application.isPlaying) return;
UpdateGPS();
UpdateLeak();
}
void Awake()
{
enabled = false;
}
void UpdateGPS()
{
if (thermosphereEffects == null) return;
if (exosphereLevel < 0.3f)
thermosphereEffects.DropAllSatellites();
}
public void SetExosphereLevel(float level)
{
exosphereLevel = level;
}
}