354 lines
12 KiB
C#
354 lines
12 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 MercuryEffects : MonoBehaviour
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{
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[Header("Ìåòåîðèòè")]
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public GameObject[] asteroidPrefabs;
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public GameObject explosionPrefab;
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public Material craterMaterial;
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public float spawnRadius = 80f;
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public float planetRadius = 4.879f;
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public float spawnInterval = 2f;
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public Transform mercuryTransform;
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[Header("Ñîíÿ÷íèé â³òåð")]
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public Transform sunTransform;
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public Material solarWindMaterial;
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[Header("Íàòð³ºâå ñâ³ò³ííÿ")]
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public Material sodiumGlowMaterial;
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[Range(0f, 1f)]
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public float exosphereLevel = 1f;
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private float spawnTimer = 0f;
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private List<GameObject> craters = new List<GameObject>();
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private ParticleSystem sodiumGlowSystem;
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private ParticleSystem solarWindSystem;
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public float previousLevel = 1f;
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public ParticleSystem SodiumGlowSystem => sodiumGlowSystem;
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public ParticleSystem SolarWindSystem => solarWindSystem;
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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 (GameObject crater in craters)
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if (crater != null) Destroy(crater);
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craters.Clear();
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if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
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if (sodiumGlowSystem != null) Destroy(sodiumGlowSystem.gameObject);
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solarWindSystem = null;
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sodiumGlowSystem = null;
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exosphereLevel = 1f;
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previousLevel = 1f;
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spawnTimer = 0f;
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CreateSodiumGlow();
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CreateSolarWind();
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}
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void CreateSodiumGlow()
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{
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GameObject obj = new GameObject("SodiumGlow");
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obj.transform.parent = null;
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obj.transform.position = this.transform.position;
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obj.transform.localScale = Vector3.one * 2f;
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sodiumGlowSystem = obj.AddComponent<ParticleSystem>();
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var main = sodiumGlowSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 10000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(1f, 3f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.3f, 0.8f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(1f, 0.9f, 0.2f, 0.8f),
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new Color(1f, 0.7f, 0.1f, 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 = sodiumGlowSystem.emission;
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emission.rateOverTime = 300f;
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var shape = sodiumGlowSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 1.2f;
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shape.radiusThickness = 0.2f;
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var colorOverLifetime = sodiumGlowSystem.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, 0.2f), 0f),
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new GradientColorKey(new Color(1f, 0.7f, 0.1f), 0.5f),
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new GradientColorKey(new Color(1f, 0.5f, 0.0f), 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(0.8f, 0.2f),
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new GradientAlphaKey(0.5f, 0.7f),
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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 = sodiumGlowSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 5f;
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if (sodiumGlowMaterial != null)
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renderer.material = sodiumGlowMaterial;
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sodiumGlowSystem.Play();
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}
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void CreateSolarWind()
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{
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GameObject obj = new GameObject("SolarWind");
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obj.transform.parent = null;
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obj.transform.position = this.transform.position;
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obj.transform.localScale = Vector3.one * 3f;
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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 = false;
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main.maxParticles = 20000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(20f, 40f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.2f, 0.6f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(1f, 0.6f, 0.1f, 1f),
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new Color(1f, 0.8f, 0.3f, 0.7f)
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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 = 0f;
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var shape = solarWindSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Cone;
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shape.angle = 20f;
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shape.radius = 15f;
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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, 0.8f, 0.3f), 0f),
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new GradientColorKey(new Color(1f, 0.4f, 0.1f), 0.5f),
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new GradientColorKey(new Color(0.8f, 0.2f, 0.0f), 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(0.5f, 0.7f),
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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 = 3f;
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if (solarWindMaterial != null)
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renderer.material = solarWindMaterial;
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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 (exosphereLevel >= 1f && previousLevel < 1f)
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InitState();
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previousLevel = exosphereLevel;
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UpdateMercuryDeath();
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UpdateSodiumGlow();
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UpdateSolarWind();
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UpdateMeteorSpawn();
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}
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void UpdateMercuryDeath()
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{
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if (mercuryTransform == null) return;
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MercuryDeath md = mercuryTransform.GetComponent<MercuryDeath>();
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if (md == null) md = mercuryTransform.GetComponentInChildren<MercuryDeath>();
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if (md != null) md.exosphereLevel = exosphereLevel;
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}
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void UpdateSodiumGlow()
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{
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if (sodiumGlowSystem == null) return;
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var emission = sodiumGlowSystem.emission;
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if (exosphereLevel >= 1f)
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emission.rateOverTime = 300f;
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else if (exosphereLevel >= 0.7f)
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{
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float t = Mathf.InverseLerp(1f, 0.7f, exosphereLevel);
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emission.rateOverTime = Mathf.Lerp(300f, 150f, t);
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}
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else if (exosphereLevel >= 0.5f)
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{
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float t = Mathf.InverseLerp(0.7f, 0.5f, exosphereLevel);
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emission.rateOverTime = Mathf.Lerp(150f, 50f, t);
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}
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else if (exosphereLevel >= 0.3f)
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{
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float t = Mathf.InverseLerp(0.5f, 0.3f, exosphereLevel);
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emission.rateOverTime = Mathf.Lerp(50f, 10f, t);
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}
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else
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emission.rateOverTime = 0f;
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var main = sodiumGlowSystem.main;
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(1f, 0.9f, 0.2f, exosphereLevel * 0.8f),
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new Color(1f, 0.7f, 0.1f, exosphereLevel * 0.5f)
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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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if (sunTransform == null) return;
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Vector3 sunDir = (this.transform.position - sunTransform.position).normalized;
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solarWindSystem.transform.position = sunTransform.position + sunDir * 50f;
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solarWindSystem.transform.rotation = Quaternion.LookRotation(sunDir);
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var emission = solarWindSystem.emission;
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if (exosphereLevel <= 0.5f)
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{
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float t = Mathf.InverseLerp(0.5f, 0f, exosphereLevel);
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emission.rateOverTime = Mathf.Lerp(0f, 2000f, t);
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if (!solarWindSystem.isPlaying)
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solarWindSystem.Play();
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}
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else
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emission.rateOverTime = 0f;
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}
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void UpdateMeteorSpawn()
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{
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if (exosphereLevel >= 1f) return;
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if (exosphereLevel <= 0f) return;
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spawnTimer += Time.deltaTime;
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float adjustedInterval;
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if (exosphereLevel >= 0.7f)
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adjustedInterval = spawnInterval;
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else if (exosphereLevel >= 0.5f)
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adjustedInterval = spawnInterval * 0.6f;
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else if (exosphereLevel >= 0.3f)
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adjustedInterval = spawnInterval * 0.3f;
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else
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adjustedInterval = 0.3f;
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if (spawnTimer >= adjustedInterval)
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{
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spawnTimer = 0f;
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SpawnAsteroid();
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}
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}
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void SpawnAsteroid()
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{
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if (asteroidPrefabs == null || asteroidPrefabs.Length == 0) return;
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Vector3 direction = Random.onUnitSphere;
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Vector3 spawnPos = transform.position + direction * spawnRadius;
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Vector3 flyDir = -direction;
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GameObject prefab = asteroidPrefabs[Random.Range(0, asteroidPrefabs.Length)];
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GameObject asteroid = Instantiate(prefab, spawnPos, Random.rotation);
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asteroid.transform.localScale = Vector3.one * Random.Range(0.2f, 0.6f);
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StartCoroutine(MoveAsteroid(asteroid, flyDir));
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}
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IEnumerator MoveAsteroid(GameObject asteroid, Vector3 flyDir)
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{
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float speed = Random.Range(4f, 8f);
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while (asteroid != null)
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{
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asteroid.transform.position += flyDir * speed * Time.deltaTime;
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asteroid.transform.Rotate(Vector3.one * 60f * Time.deltaTime);
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float distFromCenter = Vector3.Distance(asteroid.transform.position, transform.position);
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if (distFromCenter <= planetRadius + 0.2f)
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{
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Vector3 hitPos = transform.position + (-flyDir) * planetRadius;
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if (explosionPrefab != null)
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{
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GameObject exp = Instantiate(explosionPrefab, hitPos, Quaternion.identity);
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exp.transform.localScale = Vector3.one * Random.Range(0.2f, 0.5f);
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Destroy(exp, 3f);
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}
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SpawnCrater(hitPos, -flyDir);
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Destroy(asteroid);
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yield break;
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}
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if (distFromCenter > spawnRadius * 2f)
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{
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Destroy(asteroid);
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yield break;
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}
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yield return null;
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}
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}
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void SpawnCrater(Vector3 pos, Vector3 flyDir)
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{
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if (craterMaterial == null) return;
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Vector3 center = mercuryTransform != null ? mercuryTransform.position : transform.position;
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Vector3 dirFromCenter = (pos - center).normalized;
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Vector3 surfacePos = center + dirFromCenter * (planetRadius + 0.02f);
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GameObject crater = GameObject.CreatePrimitive(PrimitiveType.Quad);
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crater.name = "Crater";
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crater.transform.position = surfacePos;
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crater.transform.rotation = Quaternion.LookRotation(-dirFromCenter, Vector3.up);
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float size = Random.Range(0.3f, 0.8f);
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crater.transform.localScale = new Vector3(size, size, size);
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Destroy(crater.GetComponent<Collider>());
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Renderer r = crater.GetComponent<Renderer>();
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r.material = craterMaterial;
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r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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craters.Add(crater);
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}
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}
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