452 lines
15 KiB
C#
452 lines
15 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 MarsThermosphereEffects : MonoBehaviour
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{
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[Header("Íàëàøòóâàííÿ")]
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public Material tailMaterial;
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public Material solarWindMaterial;
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public Material auroraMaterial;
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public float planetRadius = 3.39f;
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public Transform sunTransform;
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[Range(0f, 1f)]
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public float thermosphereLevel = 1f;
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public float previousLevel = 1f;
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private ParticleSystem tailSystem;
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private ParticleSystem solarWindSystem;
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private ParticleSystem auroraSystem;
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private GameObject auroraGlow;
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private bool deathTriggered = false;
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void Update()
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{
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if (!Application.isPlaying) return;
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if (thermosphereLevel >= 1f && previousLevel < 1f)
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{
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InitState();
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deathTriggered = false;
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}
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previousLevel = thermosphereLevel;
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if (thermosphereLevel <= 0f && !deathTriggered)
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{
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deathTriggered = true;
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StartCoroutine(DeathBurst());
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return;
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}
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if (deathTriggered) return;
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UpdateTail();
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UpdateSolarWind();
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UpdateAurora();
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}
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IEnumerator DeathBurst()
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{
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if (tailSystem != null)
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{
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var e = tailSystem.emission;
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e.rateOverTime = 2000f;
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var m = tailSystem.main;
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m.startSpeed = new ParticleSystem.MinMaxCurve(20f, 50f);
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}
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if (solarWindSystem != null)
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{
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var e = solarWindSystem.emission;
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e.rateOverTime = 3000f;
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}
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if (auroraSystem != null)
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{
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var e = auroraSystem.emission;
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e.rateOverTime = 500f;
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}
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yield return new WaitForSeconds(2f);
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if (tailSystem != null)
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{
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var e = tailSystem.emission;
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e.rateOverTime = 0f;
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}
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if (solarWindSystem != null)
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{
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var e = solarWindSystem.emission;
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e.rateOverTime = 0f;
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}
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if (auroraSystem != null)
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{
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var e = auroraSystem.emission;
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e.rateOverTime = 0f;
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}
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}
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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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if (tailSystem != null) Destroy(tailSystem.gameObject);
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if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
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if (auroraSystem != null) Destroy(auroraSystem.gameObject);
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if (auroraGlow != null) Destroy(auroraGlow);
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tailSystem = null;
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solarWindSystem = null;
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auroraSystem = null;
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auroraGlow = null;
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thermosphereLevel = 1f;
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previousLevel = 1f;
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CreateAtmosphericTail();
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CreateSolarWind();
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CreateAurora();
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var e1 = tailSystem.emission;
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e1.rateOverTime = 0f;
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var e2 = solarWindSystem.emission;
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e2.rateOverTime = 0f;
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var e3 = auroraSystem.emission;
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e3.rateOverTime = 0f;
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}
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Vector3 GetSunDirection()
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{
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if (sunTransform != null)
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return (transform.position - sunTransform.position).normalized;
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Light[] lights = FindObjectsOfType<Light>();
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foreach (var l in lights)
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if (l.type == LightType.Directional)
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return -l.transform.forward;
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return Vector3.right;
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}
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void CreateAtmosphericTail()
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{
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Vector3 sunDir = GetSunDirection();
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Vector3 tailDir = sunDir;
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GameObject obj = new GameObject("MarsTail");
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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.LookRotation(tailDir);
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tailSystem = obj.AddComponent<ParticleSystem>();
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var main = tailSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 8000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 10f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(3f, 8f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.05f, 0.2f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.6f, 0.8f, 1f, 0.4f),
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new Color(0.4f, 0.6f, 1f, 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 = tailSystem.emission;
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emission.rateOverTime = 0f;
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var shape = tailSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 0.8f;
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shape.radiusThickness = 1f;
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var velocityOverLifetime = tailSystem.velocityOverLifetime;
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velocityOverLifetime.enabled = true;
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velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
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velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(tailDir.x * 8f);
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velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(tailDir.y * 8f);
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velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(tailDir.z * 8f);
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var noise = tailSystem.noise;
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noise.enabled = true;
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noise.strength = 0.3f;
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noise.frequency = 0.5f;
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noise.scrollSpeed = 0.3f;
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var colorOverLifetime = tailSystem.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(0.6f, 0.8f, 1f), 0f),
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new GradientColorKey(new Color(0.4f, 0.6f, 1f), 0.5f),
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new GradientColorKey(new Color(0.2f, 0.3f, 0.8f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0.4f, 0f),
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new GradientAlphaKey(0.2f, 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 renderer = tailSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Stretch;
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renderer.velocityScale = 0.3f;
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renderer.lengthScale = 3f;
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renderer.sortingFudge = 3f;
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if (tailMaterial != null)
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renderer.material = tailMaterial;
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tailSystem.Play();
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}
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void CreateSolarWind()
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{
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GameObject obj = new GameObject("MarsSolarWind");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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solarWindSystem = obj.AddComponent<ParticleSystem>();
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var main = solarWindSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 30000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 5f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.15f, 0.4f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(1f, 0.7f, 0.1f, 1f),
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new Color(1f, 0.5f, 0.0f, 0.8f)
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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 = solarWindSystem.emission;
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emission.rateOverTime = 800f;
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var shape = solarWindSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 6.5f;
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shape.radiusThickness = 0.3f;
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var velocityOverLifetime = solarWindSystem.velocityOverLifetime;
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velocityOverLifetime.enabled = true;
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velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
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velocityOverLifetime.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(12f);
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velocityOverLifetime.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(0f);
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velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0f);
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velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = solarWindSystem.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(1f, 0.9f, 0.5f), 0f),
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new GradientColorKey(new Color(1f, 0.7f, 0.3f), 0.5f),
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new GradientColorKey(new Color(0.8f, 0.5f, 0.2f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(1f, 0f),
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new GradientAlphaKey(0.8f, 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 renderer = solarWindSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 2f;
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if (solarWindMaterial != null)
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renderer.material = solarWindMaterial;
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solarWindSystem.Play();
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}
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void CreateAurora()
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{
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Vector3 auroraDir = new Vector3(0.5f, -0.8f, 0.3f).normalized;
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Vector3 auroraPos = transform.position + auroraDir * (planetRadius * 1.05f);
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GameObject obj = new GameObject("MarsAurora");
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obj.transform.parent = null;
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obj.transform.position = auroraPos;
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obj.transform.up = auroraDir;
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auroraSystem = obj.AddComponent<ParticleSystem>();
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var main = auroraSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 1000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(1f, 3f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 2f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.4f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.1f, 1f, 0.5f, 0.8f),
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new Color(0.0f, 0.8f, 1f, 0.5f)
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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 = auroraSystem.emission;
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emission.rateOverTime = 60f;
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var shape = auroraSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Circle;
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shape.radius = planetRadius * 0.3f;
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shape.radiusThickness = 0.5f;
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var velocityOverLifetime = auroraSystem.velocityOverLifetime;
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velocityOverLifetime.enabled = true;
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velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
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velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(0f);
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velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(2f);
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velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(0f);
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velocityOverLifetime.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(4f);
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velocityOverLifetime.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = auroraSystem.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(0.1f, 1f, 0.5f), 0f),
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new GradientColorKey(new Color(0.0f, 0.8f, 1f), 0.5f),
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new GradientColorKey(new Color(0.2f, 0.4f, 1f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0.8f, 0f),
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new GradientAlphaKey(0.4f, 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 = auroraSystem.noise;
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noise.enabled = true;
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noise.strength = 0.4f;
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noise.frequency = 0.8f;
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noise.scrollSpeed = 0.5f;
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var renderer = auroraSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 5f;
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if (auroraMaterial != null)
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renderer.material = auroraMaterial;
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auroraSystem.Play();
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auroraGlow = new GameObject("AuroraGlow");
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auroraGlow.transform.parent = null;
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auroraGlow.transform.position = auroraPos;
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Light glow = auroraGlow.AddComponent<Light>();
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glow.type = LightType.Point;
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glow.color = new Color(0.1f, 1f, 0.5f);
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glow.intensity = 0f;
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glow.range = planetRadius * 2f;
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}
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void UpdateTail()
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{
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if (tailSystem == null) return;
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var emission = tailSystem.emission;
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if (thermosphereLevel >= 1f)
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{
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emission.rateOverTime = 0f;
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return;
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}
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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emission.rateOverTime = Mathf.Lerp(0f, 500f, t);
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var main = tailSystem.main;
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main.startSpeed = new ParticleSystem.MinMaxCurve(
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Mathf.Lerp(3f, 15f, t),
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Mathf.Lerp(8f, 30f, t)
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);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.6f, 0.8f, 1f, Mathf.Lerp(0.1f, 0.6f, t)),
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new Color(0.4f, 0.6f, 1f, Mathf.Lerp(0.05f, 0.3f, t))
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);
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}
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void UpdateSolarWind()
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{
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if (solarWindSystem == null) return;
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var emission = solarWindSystem.emission;
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if (thermosphereLevel >= 1f)
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{
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emission.rateOverTime = 0f;
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return;
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}
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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emission.rateOverTime = Mathf.Lerp(0f, 800f, t);
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var main = solarWindSystem.main;
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(1f, 0.7f, 0.1f, Mathf.Lerp(0.3f, 1f, t)),
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new Color(1f, 0.5f, 0.0f, Mathf.Lerp(0.2f, 0.8f, t))
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);
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}
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void UpdateAurora()
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{
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if (auroraSystem == null) return;
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var emission = auroraSystem.emission;
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if (thermosphereLevel >= 0.7f)
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{
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emission.rateOverTime = Mathf.Lerp(0f, 20f, Mathf.InverseLerp(1f, 0.7f, thermosphereLevel));
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}
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else if (thermosphereLevel >= 0.3f)
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{
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emission.rateOverTime = Mathf.Lerp(20f, 60f, Mathf.InverseLerp(0.7f, 0.3f, thermosphereLevel));
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}
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else
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{
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emission.rateOverTime = 0f;
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if (auroraGlow != null)
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auroraGlow.GetComponent<Light>().intensity = 0f;
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return;
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}
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if (auroraGlow != null)
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auroraGlow.GetComponent<Light>().intensity =
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Mathf.Lerp(0f, 0.5f, Mathf.InverseLerp(1f, 0.3f, thermosphereLevel));
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}
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public void CleanUp()
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{
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if (tailSystem != null) Destroy(tailSystem.gameObject);
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if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
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if (auroraSystem != null) Destroy(auroraSystem.gameObject);
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if (auroraGlow != null) Destroy(auroraGlow);
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tailSystem = null;
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solarWindSystem = null;
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auroraSystem = null;
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auroraGlow = null;
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enabled = false;
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}
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}
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