Files
2026-05-29 18:21:53 +03:00

263 lines
8.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MarsEffects : MonoBehaviour
{
[Header("Ïèë")]
public Material dustMaterial;
public float planetRadius = 6.779f;
[Range(0f, 1f)]
public float troposphereLevel = 1f;
public float previousLevel = 1f;
private List<ParticleSystem> dustClusters = new List<ParticleSystem>();
private Light nightLight;
private bool initialized = false;
private const int DUST_COUNT = 20;
void Awake()
{
enabled = false;
}
public void InitState()
{
foreach (var ps in dustClusters)
if (ps != null) Destroy(ps.gameObject);
dustClusters.Clear();
if (nightLight != null)
{
Destroy(nightLight.gameObject);
nightLight = null;
}
troposphereLevel = 1f;
previousLevel = 1f;
initialized = false;
CreateDustSystem();
CreateNightLight();
initialized = true;
}
void CreateDustSystem()
{
for (int i = 0; i < DUST_COUNT; i++)
{
Vector3 dir = Random.onUnitSphere;
Vector3 pos = transform.position + dir * (planetRadius + Random.Range(0.5f, 2f));
GameObject obj = new GameObject("DustCluster_" + i);
obj.transform.parent = null;
obj.transform.position = pos;
ParticleSystem ps = obj.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 200;
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 12f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0.5f);
main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.4f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.9f, 0.5f, 0.2f, 0.5f),
new Color(0.7f, 0.35f, 0.1f, 0.3f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = ps.emission;
emission.rateOverTime = 20f;
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = 1.5f;
shape.radiusThickness = 1f;
var colorOverLifetime = ps.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.9f, 0.5f, 0.2f), 0f),
new GradientColorKey(new Color(0.7f, 0.35f, 0.1f), 0.5f),
new GradientColorKey(new Color(0.5f, 0.25f, 0.08f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.5f, 0.2f),
new GradientAlphaKey(0.3f, 0.7f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = ps.noise;
noise.enabled = true;
noise.strength = 0.8f;
noise.frequency = 0.3f;
noise.scrollSpeed = 0.2f;
noise.octaveCount = 2;
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 3f;
if (dustMaterial != null)
renderer.material = dustMaterial;
ps.Play();
dustClusters.Add(ps);
StartCoroutine(OrbitDust(obj.transform, dir, planetRadius + Random.Range(0.5f, 2f)));
}
}
void CreateNightLight()
{
GameObject lightObj = new GameObject("MarsNightLight");
lightObj.transform.parent = null;
lightObj.transform.position = transform.position + Vector3.right * (planetRadius * 3f);
nightLight = lightObj.AddComponent<Light>();
nightLight.type = LightType.Spot;
nightLight.color = new Color(0.8f, 0.3f, 0.1f);
nightLight.intensity = 0f;
nightLight.range = planetRadius * 400f;
nightLight.spotAngle = 170f;
nightLight.shadows = LightShadows.None;
StartCoroutine(OrbitLight(lightObj.transform));
}
IEnumerator OrbitDust(Transform dust, Vector3 axis, float radius)
{
Vector3 orbitAxis = Vector3.Cross(axis, Random.onUnitSphere).normalized;
float speed = Random.Range(1f, 4f);
float wobbleSpeed = Random.Range(0.1f, 0.3f);
float wobbleAmount = Random.Range(0.1f, 0.3f);
while (dust != null)
{
dust.RotateAround(transform.position, orbitAxis, speed * Time.deltaTime);
float wobble = Mathf.Sin(Time.time * wobbleSpeed) * wobbleAmount;
dust.position = transform.position +
(dust.position - transform.position).normalized * (radius + wobble);
yield return null;
}
}
void UpdateDust()
{
float level = troposphereLevel;
foreach (var ps in dustClusters)
{
if (ps == null) continue;
var emission = ps.emission;
var main = ps.main;
if (level >= 0.7f)
{
float t = Mathf.InverseLerp(1f, 0.7f, level);
emission.rateOverTime = Mathf.Lerp(20f, 12f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.9f, 0.5f, 0.2f, Mathf.Lerp(0.5f, 0.35f, t)),
new Color(0.7f, 0.35f, 0.1f, Mathf.Lerp(0.3f, 0.2f, t))
);
}
else if (level >= 0.5f)
{
float t = Mathf.InverseLerp(0.7f, 0.5f, level);
emission.rateOverTime = Mathf.Lerp(12f, 5f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.9f, 0.5f, 0.2f, Mathf.Lerp(0.35f, 0.15f, t)),
new Color(0.7f, 0.35f, 0.1f, Mathf.Lerp(0.2f, 0.08f, t))
);
}
else if (level >= 0.3f)
{
float t = Mathf.InverseLerp(0.5f, 0.3f, level);
emission.rateOverTime = Mathf.Lerp(5f, 1f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.9f, 0.5f, 0.2f, Mathf.Lerp(0.15f, 0.03f, t)),
new Color(0.7f, 0.35f, 0.1f, Mathf.Lerp(0.08f, 0.01f, t))
);
}
else
{
emission.rateOverTime = 0f;
}
}
}
void UpdateNightLight()
{
if (nightLight == null) return;
if (troposphereLevel >= 1f)
nightLight.intensity = 0f;
else if (troposphereLevel >= 0.7f)
nightLight.intensity = Mathf.Lerp(200f, 400f, Mathf.InverseLerp(1f, 0.7f, troposphereLevel));
else if (troposphereLevel >= 0.5f)
nightLight.intensity = Mathf.Lerp(400f, 450f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel));
else if (troposphereLevel >= 0.3f)
nightLight.intensity = Mathf.Lerp(450f, 500f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel));
else
nightLight.intensity = Mathf.Lerp(500f, 600f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel));
}
IEnumerator OrbitLight(Transform lightTransform)
{
float angle = 0f;
float speed = 60f;
while (lightTransform != null && nightLight != null)
{
angle += speed * Time.deltaTime;
float rad = angle * Mathf.Deg2Rad;
lightTransform.position = transform.position +
new Vector3(Mathf.Cos(rad), 0.3f, Mathf.Sin(rad)) * (planetRadius * 3f);
lightTransform.LookAt(transform.position);
nightLight.range = planetRadius * 400f;
nightLight.spotAngle = 170f;
yield return null;
}
}
void Update()
{
if (!Application.isPlaying) return;
if (troposphereLevel >= 1f && previousLevel < 1f)
InitState();
previousLevel = troposphereLevel;
UpdateDust();
UpdateNightLight();
}
public void CleanUp()
{
foreach (var ps in dustClusters)
if (ps != null) Destroy(ps.gameObject);
dustClusters.Clear();
if (nightLight != null)
{
Destroy(nightLight.gameObject);
nightLight = null;
}
enabled = false;
}
}