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

203 lines
6.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NeptuneStratosphereEffects : MonoBehaviour
{
[Header("Íàëàøòóâàííÿ")]
public Material fogMaterial;
public float planetRadius = 58f;
[Range(0f, 1f)]
public float stratosphereLevel = 1f;
public float previousLevel = 1f;
private ParticleSystem _fogSystem;
private ParticleSystem _flashSystem;
private Coroutine _flashCoroutine;
void Awake() { enabled = false; }
public void InitState()
{
if (_fogSystem != null) Destroy(_fogSystem.gameObject);
if (_flashSystem != null) Destroy(_flashSystem.gameObject);
if (_flashCoroutine != null) StopCoroutine(_flashCoroutine);
_fogSystem = null;
_flashSystem = null;
stratosphereLevel = 1f;
previousLevel = 1f;
CreateFog();
CreateFlash();
_flashCoroutine = StartCoroutine(SpawnFlashes());
}
void CreateFog()
{
float r = planetRadius * transform.lossyScale.x;
GameObject obj = new GameObject("NeptuneStratoFog");
obj.transform.parent = null;
obj.transform.position = transform.position;
_fogSystem = obj.AddComponent<ParticleSystem>();
var main = _fogSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 6000;
main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 15f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(r * 0.03f, r * 0.08f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.4f, 0.2f, 0.8f, 0.15f),
new Color(0.3f, 0.1f, 0.6f, 0.08f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = _fogSystem.emission;
emission.rateOverTime = 120f;
var shape = _fogSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = r * 1.1f;
shape.radiusThickness = 0.05f;
var vel = _fogSystem.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(0.8f);
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 = _fogSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.4f, 0.2f, 0.8f), 0f),
new GradientColorKey(new Color(0.3f, 0.1f, 0.6f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.15f, 0.2f),
new GradientAlphaKey(0.08f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = _fogSystem.noise;
noise.enabled = true;
noise.strength = 1f;
noise.frequency = 0.12f;
noise.scrollSpeed = 0.08f;
var renderer = _fogSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 2f;
if (fogMaterial != null) renderer.material = fogMaterial;
_fogSystem.Play();
}
void CreateFlash()
{
float r = planetRadius * transform.lossyScale.x;
GameObject obj = new GameObject("NeptuneFlash");
obj.transform.parent = null;
obj.transform.position = transform.position;
_flashSystem = obj.AddComponent<ParticleSystem>();
var main = _flashSystem.main;
main.loop = false;
main.playOnAwake = false;
main.maxParticles = 50;
main.startLifetime = new ParticleSystem.MinMaxCurve(0.1f, 0.3f);
main.startSpeed = new ParticleSystem.MinMaxCurve(r * 0.005f, r * 0.015f);
main.startSize = new ParticleSystem.MinMaxCurve(r * 0.01f, r * 0.03f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.6f, 0.4f, 1f, 1f),
new Color(0.8f, 0.6f, 1f, 0.8f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
var shape = _flashSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = r * 0.05f;
var renderer = _flashSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 6f;
if (fogMaterial != null) renderer.material = fogMaterial;
}
IEnumerator SpawnFlashes()
{
while (enabled)
{
if (stratosphereLevel < 1f)
{
float interval = Mathf.Lerp(0.3f, 3f, stratosphereLevel);
yield return new WaitForSeconds(interval);
if (_flashSystem != null)
{
float r = planetRadius * transform.lossyScale.x;
_flashSystem.transform.position = transform.position + Random.onUnitSphere * r * 1.08f;
_flashSystem.Play();
GameObject lightObj = new GameObject("NeptuneFlashLight");
lightObj.transform.position = _flashSystem.transform.position;
Light l = lightObj.AddComponent<Light>();
l.type = LightType.Point;
l.color = new Color(0.6f, 0.4f, 1f);
l.intensity = Mathf.Lerp(20f, 120f, 1f - stratosphereLevel);
l.range = r * 2f;
Destroy(lightObj, 0.15f);
}
}
else
{
yield return new WaitForSeconds(0.5f);
}
}
}
void UpdateFog()
{
if (_fogSystem == null) return;
var e = _fogSystem.emission;
if (stratosphereLevel <= 0f) { e.rateOverTime = 0f; return; }
float t = Mathf.InverseLerp(1f, 0f, stratosphereLevel);
e.rateOverTime = Mathf.Lerp(120f, 600f, t);
}
void Update()
{
if (!Application.isPlaying) return;
if (stratosphereLevel >= 1f && previousLevel < 1f) InitState();
previousLevel = stratosphereLevel;
UpdateFog();
}
public void CleanUp()
{
if (_fogSystem != null) Destroy(_fogSystem.gameObject);
if (_flashSystem != null) Destroy(_flashSystem.gameObject);
if (_flashCoroutine != null) StopCoroutine(_flashCoroutine);
_fogSystem = null;
_flashSystem = null;
enabled = false;
}
}