354 lines
13 KiB
C#
354 lines
13 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class JupiterTroposphereEffects : MonoBehaviour
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{
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[Header("Íàëàøòóâàííÿ")]
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public Material stormMaterial;
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public Material ringMaterial;
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public Material redSpotMaterial;
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public float planetRadius = 72f;
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[Range(0f, 1f)]
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public float troposphereLevel = 1f;
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public float previousLevel = 1f;
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private List<ParticleSystem> bandClusters = new List<ParticleSystem>();
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private ParticleSystem ringSystem;
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private ParticleSystem redSpotSystem;
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private Light redSpotGlow;
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void Awake()
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{
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enabled = false;
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}
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public void InitState()
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{
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foreach (var ps in bandClusters)
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if (ps != null) Destroy(ps.gameObject);
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bandClusters.Clear();
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if (ringSystem != null) Destroy(ringSystem.gameObject);
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if (redSpotSystem != null) Destroy(redSpotSystem.gameObject);
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if (redSpotGlow != null) Destroy(redSpotGlow.gameObject);
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ringSystem = null;
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redSpotSystem = null;
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redSpotGlow = null;
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troposphereLevel = 1f;
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previousLevel = 1f;
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CreateBands();
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CreateRing();
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CreateRedSpot();
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}
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void CreateBands()
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{
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float[] latitudes = { -55f, -25f, -8f, 8f, 25f, 55f };
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float[] speeds = { 4f, -3f, 5f, -5f, 3f, -4f };
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Color[] colors =
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{
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new Color(0.7f, 0.45f, 0.2f),
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new Color(0.85f, 0.6f, 0.3f),
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new Color(0.75f, 0.5f, 0.22f),
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new Color(0.8f, 0.55f, 0.25f),
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new Color(0.72f, 0.48f, 0.2f),
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new Color(0.68f, 0.42f, 0.18f)
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};
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for (int i = 0; i < latitudes.Length; i++)
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{
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GameObject obj = new GameObject("JupiterBand_" + i);
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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ParticleSystem ps = obj.AddComponent<ParticleSystem>();
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var main = ps.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 2000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(1f, 3f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(colors[i].r, colors[i].g, colors[i].b, 0.4f),
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new Color(colors[i].r * 0.8f, colors[i].g * 0.8f, colors[i].b * 0.8f, 0.2f)
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);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.gravityModifier = 0f;
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var emission = ps.emission;
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emission.rateOverTime = 0f;
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var shape = ps.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius;
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shape.radiusThickness = 0.02f;
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shape.arc = 360f;
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shape.rotation = new Vector3(latitudes[i], 0f, 0f);
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var vel = ps.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(speeds[i]);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = ps.colorOverLifetime;
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colorOverLifetime.enabled = true;
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Gradient gradient = new Gradient();
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gradient.SetKeys(
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new GradientColorKey[] {
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new GradientColorKey(colors[i], 0f),
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new GradientColorKey(colors[i] * 0.8f, 0.5f),
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new GradientColorKey(colors[i] * 0.6f, 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0f, 0f),
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new GradientAlphaKey(0.4f, 0.15f),
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new GradientAlphaKey(0.3f, 0.8f),
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new GradientAlphaKey(0f, 1f)
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}
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);
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colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
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var noise = ps.noise;
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noise.enabled = true;
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noise.strength = 0.5f;
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noise.frequency = 0.2f;
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noise.scrollSpeed = 0.1f;
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 4f;
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if (stormMaterial != null)
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renderer.material = stormMaterial;
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ps.Play();
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bandClusters.Add(ps);
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}
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}
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void CreateRing()
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{
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float ringRadius = planetRadius * 1.8f;
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GameObject obj = new GameObject("JupiterRing");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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obj.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
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ringSystem = obj.AddComponent<ParticleSystem>();
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var main = ringSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 5000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(6f, 12f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.2f, 0.5f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.35f, 0.28f, 0.2f, 0.35f),
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new Color(0.28f, 0.22f, 0.15f, 0.2f)
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);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.gravityModifier = 0f;
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var emission = ringSystem.emission;
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emission.rateOverTime = 150f;
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var shape = ringSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Donut;
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shape.radius = ringRadius;
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shape.donutRadius = 1.5f;
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shape.radiusThickness = 1f;
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shape.arc = 360f;
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shape.rotation = new Vector3(0f, 0f, 0f);
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var vel = ringSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(2f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = ringSystem.colorOverLifetime;
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colorOverLifetime.enabled = true;
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Gradient gradient = new Gradient();
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gradient.SetKeys(
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new GradientColorKey[] {
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new GradientColorKey(new Color(0.4f, 0.32f, 0.22f), 0f),
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new GradientColorKey(new Color(0.35f, 0.27f, 0.18f), 0.5f),
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new GradientColorKey(new Color(0.28f, 0.22f, 0.15f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0f, 0f),
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new GradientAlphaKey(0.35f, 0.1f),
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new GradientAlphaKey(0.25f, 0.8f),
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new GradientAlphaKey(0f, 1f)
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}
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);
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colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
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var renderer = ringSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 3f;
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if (ringMaterial != null)
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renderer.material = ringMaterial;
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else if (stormMaterial != null)
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renderer.material = stormMaterial;
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ringSystem.Play();
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}
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void CreateRedSpot()
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{
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Vector3 redSpotDir = new Vector3(0.2f, -0.15f, 0.97f).normalized;
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Vector3 redSpotPos = transform.position + redSpotDir * (planetRadius * 1.02f);
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GameObject obj = new GameObject("JupiterRedSpot");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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obj.transform.up = Vector3.up;
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redSpotSystem = obj.AddComponent<ParticleSystem>();
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var main = redSpotSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 3000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 6f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(2f, 5f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.95f, 0.15f, 0.05f, 0.9f),
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new Color(0.8f, 0.1f, 0.02f, 0.6f)
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);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.gravityModifier = 0f;
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var emission = redSpotSystem.emission;
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emission.rateOverTime = 200f;
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var shape = redSpotSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 0.12f;
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shape.radiusThickness = 1f;
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shape.position = redSpotDir * (planetRadius * 1.02f);
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var vel = redSpotSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(-6f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = redSpotSystem.colorOverLifetime;
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colorOverLifetime.enabled = true;
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Gradient gradient = new Gradient();
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gradient.SetKeys(
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new GradientColorKey[] {
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new GradientColorKey(new Color(0.95f, 0.15f, 0.05f), 0f),
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new GradientColorKey(new Color(0.8f, 0.1f, 0.02f), 0.4f),
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new GradientColorKey(new Color(0.6f, 0.08f, 0.01f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0.9f, 0f),
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new GradientAlphaKey(0.6f, 0.5f),
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new GradientAlphaKey(0f, 1f)
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}
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);
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colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
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var noise = redSpotSystem.noise;
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noise.enabled = true;
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noise.strength = 0.8f;
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noise.frequency = 0.3f;
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noise.scrollSpeed = 0.2f;
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noise.octaveCount = 2;
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var renderer = redSpotSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 5f;
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if (redSpotMaterial != null)
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renderer.material = redSpotMaterial;
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else if (stormMaterial != null)
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renderer.material = stormMaterial;
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redSpotSystem.Play();
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GameObject glowObj = new GameObject("RedSpotGlow");
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glowObj.transform.parent = null;
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glowObj.transform.position = redSpotPos;
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redSpotGlow = glowObj.AddComponent<Light>();
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redSpotGlow.type = LightType.Point;
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redSpotGlow.color = new Color(0.95f, 0.15f, 0.05f);
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redSpotGlow.intensity = 5f;
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redSpotGlow.range = planetRadius * 6f;
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}
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void UpdateRedSpot()
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{
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if (redSpotSystem == null) return;
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var redEmission = redSpotSystem.emission;
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float t = Mathf.InverseLerp(1f, 0f, troposphereLevel);
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redEmission.rateOverTime = Mathf.Lerp(200f, 0f, t);
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if (redSpotGlow != null)
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redSpotGlow.intensity = Mathf.Lerp(5f, 0f, t);
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}
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public void CleanUp()
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{
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foreach (var ps in bandClusters)
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if (ps != null) Destroy(ps.gameObject);
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bandClusters.Clear();
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if (ringSystem != null) Destroy(ringSystem.gameObject);
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if (redSpotSystem != null) Destroy(redSpotSystem.gameObject);
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if (redSpotGlow != null) Destroy(redSpotGlow.gameObject);
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ringSystem = null;
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redSpotSystem = null;
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redSpotGlow = null;
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enabled = false;
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}
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void UpdateBands()
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{
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foreach (var ps in bandClusters)
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{
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if (ps == null) continue;
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var emission = ps.emission;
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if (troposphereLevel >= 0.7f)
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emission.rateOverTime = 0f;
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else if (troposphereLevel >= 0.5f)
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emission.rateOverTime = Mathf.Lerp(0f, 50f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel));
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else if (troposphereLevel >= 0.3f)
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emission.rateOverTime = Mathf.Lerp(50f, 150f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel));
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else
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emission.rateOverTime = Mathf.Lerp(150f, 300f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel));
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}
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}
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void Update()
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{
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if (!Application.isPlaying) return;
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if (troposphereLevel >= 1f && previousLevel < 1f)
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InitState();
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previousLevel = troposphereLevel;
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UpdateBands();
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UpdateRedSpot();
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}
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}
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