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

354 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JupiterExosphereEffects : MonoBehaviour
{
[Header("Íàëàøòóâàííÿ")]
public Material tailMaterial;
public Material radiationMaterial;
public float planetRadius = 72f;
[Range(0f, 1f)]
public float exosphereLevel = 1f;
public float previousLevel = 1f;
private ParticleSystem tailSystem;
private ParticleSystem radiationBeltSystem;
private ParticleSystem solarCaptureSystem;
private bool deathTriggered = false;
void Awake()
{
enabled = false;
}
public void InitState()
{
if (tailSystem != null) Destroy(tailSystem.gameObject);
if (radiationBeltSystem != null) Destroy(radiationBeltSystem.gameObject);
if (solarCaptureSystem != null) Destroy(solarCaptureSystem.gameObject);
tailSystem = null;
radiationBeltSystem = null;
solarCaptureSystem = null;
deathTriggered = false;
exosphereLevel = 1f;
previousLevel = 1f;
CreateTail();
CreateRadiationBelt();
CreateSolarCapture();
}
void CreateTail()
{
GameObject obj = new GameObject("JupiterTail");
obj.transform.parent = null;
obj.transform.position = transform.position;
tailSystem = obj.AddComponent<ParticleSystem>();
var main = tailSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 5000;
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 12f);
main.startSpeed = new ParticleSystem.MinMaxCurve(3f, 8f);
main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.4f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.5f, 0.7f, 1f, 0.3f),
new Color(0.3f, 0.5f, 1f, 0.15f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = tailSystem.emission;
emission.rateOverTime = 0f;
var shape = tailSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius * 0.9f;
shape.radiusThickness = 1f;
var vel = tailSystem.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.x = new ParticleSystem.MinMaxCurve(5f);
vel.y = new ParticleSystem.MinMaxCurve(0f);
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 = tailSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.5f, 0.7f, 1f), 0f),
new GradientColorKey(new Color(0.3f, 0.5f, 1f), 0.5f),
new GradientColorKey(new Color(0.2f, 0.3f, 0.8f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0.3f, 0f),
new GradientAlphaKey(0.15f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = tailSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Stretch;
renderer.velocityScale = 0.2f;
renderer.lengthScale = 3f;
renderer.sortingFudge = 3f;
if (tailMaterial != null)
renderer.material = tailMaterial;
tailSystem.Play();
}
void CreateRadiationBelt()
{
GameObject obj = new GameObject("JupiterRadiationBelt");
obj.transform.parent = null;
obj.transform.position = transform.position;
obj.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
radiationBeltSystem = obj.AddComponent<ParticleSystem>();
var main = radiationBeltSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 5000;
main.startLifetime = new ParticleSystem.MinMaxCurve(6f, 12f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(0.2f, 0.6f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.8f, 0.4f, 1f, 0.4f),
new Color(0.6f, 0.2f, 0.8f, 0.2f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = radiationBeltSystem.emission;
emission.rateOverTime = 200f;
var shape = radiationBeltSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Donut;
shape.radius = planetRadius * 2.5f;
shape.donutRadius = 3f;
shape.radiusThickness = 1f;
shape.arc = 360f;
var vel = radiationBeltSystem.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(4f);
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 = radiationBeltSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.8f, 0.4f, 1f), 0f),
new GradientColorKey(new Color(0.6f, 0.2f, 0.8f), 0.5f),
new GradientColorKey(new Color(0.4f, 0.1f, 0.6f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.4f, 0.1f),
new GradientAlphaKey(0.2f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = radiationBeltSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 2f;
if (radiationMaterial != null)
renderer.material = radiationMaterial;
radiationBeltSystem.Play();
}
void CreateSolarCapture()
{
GameObject obj = new GameObject("JupiterSolarCapture");
obj.transform.parent = null;
obj.transform.position = transform.position;
solarCaptureSystem = obj.AddComponent<ParticleSystem>();
var main = solarCaptureSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 3000;
main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(0.15f, 0.4f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.8f, 0.3f, 0.3f),
new Color(0.8f, 0.6f, 0.2f, 0.15f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = solarCaptureSystem.emission;
emission.rateOverTime = 150f;
var shape = solarCaptureSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius * 3f;
shape.radiusThickness = 0.3f;
var vel = solarCaptureSystem.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 = solarCaptureSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(1f, 0.8f, 0.3f), 0f),
new GradientColorKey(new Color(0.8f, 0.6f, 0.2f), 0.5f),
new GradientColorKey(new Color(0.6f, 0.4f, 0.1f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.3f, 0.1f),
new GradientAlphaKey(0.15f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = solarCaptureSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 1f;
if (radiationMaterial != null)
renderer.material = radiationMaterial;
solarCaptureSystem.Play();
}
void UpdateTail()
{
if (tailSystem == null) return;
var e = tailSystem.emission;
if (exosphereLevel >= 1f)
{
e.rateOverTime = 0f;
return;
}
float t = Mathf.InverseLerp(1f, 0f, exosphereLevel);
e.rateOverTime = Mathf.Lerp(0f, 500f, t);
var main = tailSystem.main;
float speedMin = Mathf.Lerp(3f, 15f, t);
float speedMax = Mathf.Lerp(8f, 30f, t);
main.startSpeed = new ParticleSystem.MinMaxCurve(speedMin, speedMax);
}
void UpdateRadiationBelt()
{
if (radiationBeltSystem == null) return;
var e = radiationBeltSystem.emission;
float t = Mathf.InverseLerp(1f, 0f, exosphereLevel);
e.rateOverTime = Mathf.Lerp(200f, 0f, t);
}
void UpdateSolarCapture()
{
if (solarCaptureSystem == null) return;
var e = solarCaptureSystem.emission;
float t = Mathf.InverseLerp(1f, 0f, exosphereLevel);
e.rateOverTime = Mathf.Lerp(150f, 0f, t);
}
IEnumerator DeathBurst()
{
if (tailSystem != null)
{
var e = tailSystem.emission;
e.rateOverTime = 3000f;
var m = tailSystem.main;
m.startSpeed = new ParticleSystem.MinMaxCurve(20f, 50f);
}
if (radiationBeltSystem != null)
{
var e = radiationBeltSystem.emission;
e.rateOverTime = 0f;
}
yield return new WaitForSeconds(2f);
if (tailSystem != null)
{
var e = tailSystem.emission;
e.rateOverTime = 0f;
var m = tailSystem.main;
m.startSpeed = new ParticleSystem.MinMaxCurve(3f, 8f);
}
}
void Update()
{
if (!Application.isPlaying) return;
if (exosphereLevel >= 1f && previousLevel < 1f)
{
InitState();
deathTriggered = false;
}
previousLevel = exosphereLevel;
if (exosphereLevel <= 0f && !deathTriggered)
{
deathTriggered = true;
StartCoroutine(DeathBurst());
return;
}
if (deathTriggered) return;
UpdateTail();
UpdateRadiationBelt();
UpdateSolarCapture();
}
public void CleanUp()
{
if (tailSystem != null) Destroy(tailSystem.gameObject);
if (radiationBeltSystem != null) Destroy(radiationBeltSystem.gameObject);
if (solarCaptureSystem != null) Destroy(solarCaptureSystem.gameObject);
tailSystem = null;
radiationBeltSystem = null;
solarCaptureSystem = null;
deathTriggered = false;
enabled = false;
}
}