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

372 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SaturnExosphereEffects : MonoBehaviour
{
[Header("Íàëàøòóâàííÿ")]
public Material tailMaterial;
public Material ringDustMaterial;
public Material radiationMaterial;
public float planetRadius = 58f;
[Range(0f, 1f)]
public float exosphereLevel = 1f;
public float previousLevel = 1f;
private ParticleSystem tailSystem;
private ParticleSystem ringDustSystem;
private ParticleSystem radiationBeltSystem;
private bool deathTriggered = false;
void Awake()
{
enabled = false;
}
public void InitState()
{
if (tailSystem != null) Destroy(tailSystem.gameObject);
if (ringDustSystem != null) Destroy(ringDustSystem.gameObject);
if (radiationBeltSystem != null) Destroy(radiationBeltSystem.gameObject);
tailSystem = null;
ringDustSystem = null;
radiationBeltSystem = null;
deathTriggered = false;
exosphereLevel = 1f;
previousLevel = 1f;
CreateTail();
CreateRingDust();
CreateRadiationBelt();
}
void CreateTail()
{
GameObject obj = new GameObject("SaturnTail");
obj.transform.parent = null;
obj.transform.position = transform.position;
tailSystem = obj.AddComponent<ParticleSystem>();
var main = tailSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 5000;
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 12f);
main.startSpeed = new ParticleSystem.MinMaxCurve(3f, 8f);
main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.4f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.85f, 0.8f, 0.6f, 0.3f),
new Color(0.7f, 0.65f, 0.45f, 0.15f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = tailSystem.emission;
emission.rateOverTime = 0f;
var shape = tailSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius * 0.9f;
shape.radiusThickness = 1f;
var vel = tailSystem.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.x = new ParticleSystem.MinMaxCurve(5f);
vel.y = new ParticleSystem.MinMaxCurve(0f);
vel.z = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
var colorOverLifetime = tailSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.85f, 0.8f, 0.6f), 0f),
new GradientColorKey(new Color(0.7f, 0.65f, 0.45f), 0.5f),
new GradientColorKey(new Color(0.5f, 0.45f, 0.3f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0.3f, 0f),
new GradientAlphaKey(0.15f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = tailSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Stretch;
renderer.velocityScale = 0.2f;
renderer.lengthScale = 3f;
renderer.sortingFudge = 3f;
if (tailMaterial != null)
renderer.material = tailMaterial;
tailSystem.Play();
}
void CreateRingDust()
{
GameObject obj = new GameObject("SaturnRingDust");
obj.transform.parent = null;
obj.transform.position = transform.position;
obj.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
ringDustSystem = obj.AddComponent<ParticleSystem>();
var main = ringDustSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 5000;
main.startLifetime = new ParticleSystem.MinMaxCurve(6f, 12f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(0.2f, 0.6f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.8f, 0.72f, 0.5f, 0.4f),
new Color(0.65f, 0.58f, 0.38f, 0.2f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = ringDustSystem.emission;
emission.rateOverTime = 300f;
var shape = ringDustSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Donut;
shape.radius = planetRadius * 2.2f;
shape.donutRadius = planetRadius * 0.8f;
shape.radiusThickness = 1f;
shape.arc = 360f;
var vel = ringDustSystem.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(2f);
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 = ringDustSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.8f, 0.72f, 0.5f), 0f),
new GradientColorKey(new Color(0.65f, 0.58f, 0.38f), 0.5f),
new GradientColorKey(new Color(0.5f, 0.43f, 0.28f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.4f, 0.1f),
new GradientAlphaKey(0.25f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = ringDustSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 2f;
if (ringDustMaterial != null)
renderer.material = ringDustMaterial;
else if (tailMaterial != null)
renderer.material = tailMaterial;
ringDustSystem.Play();
}
void CreateRadiationBelt()
{
GameObject obj = new GameObject("SaturnRadiationBelt");
obj.transform.parent = null;
obj.transform.position = transform.position;
obj.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
radiationBeltSystem = obj.AddComponent<ParticleSystem>();
var main = radiationBeltSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 4000;
main.startLifetime = new ParticleSystem.MinMaxCurve(6f, 12f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(0.2f, 0.5f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.6f, 0.4f, 0.9f, 0.35f),
new Color(0.4f, 0.2f, 0.7f, 0.2f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = radiationBeltSystem.emission;
emission.rateOverTime = 200f;
var shape = radiationBeltSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Donut;
shape.radius = planetRadius * 3.5f;
shape.donutRadius = planetRadius * 0.4f;
shape.radiusThickness = 1f;
shape.arc = 360f;
var vel = radiationBeltSystem.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(3f);
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 = radiationBeltSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.6f, 0.4f, 0.9f), 0f),
new GradientColorKey(new Color(0.4f, 0.2f, 0.7f), 0.5f),
new GradientColorKey(new Color(0.25f, 0.1f, 0.5f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.35f, 0.1f),
new GradientAlphaKey(0.2f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = radiationBeltSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 1f;
if (radiationMaterial != null)
renderer.material = radiationMaterial;
else if (tailMaterial != null)
renderer.material = tailMaterial;
radiationBeltSystem.Play();
}
void UpdateTail()
{
if (tailSystem == null) return;
var e = tailSystem.emission;
if (exosphereLevel >= 1f)
{
e.rateOverTime = 0f;
return;
}
float t = Mathf.InverseLerp(1f, 0f, exosphereLevel);
e.rateOverTime = Mathf.Lerp(0f, 500f, t);
var main = tailSystem.main;
float speedMin = Mathf.Lerp(3f, 15f, t);
float speedMax = Mathf.Lerp(8f, 30f, t);
main.startSpeed = new ParticleSystem.MinMaxCurve(speedMin, speedMax);
}
void UpdateRingDust()
{
if (ringDustSystem == null) return;
var e = ringDustSystem.emission;
float t = Mathf.InverseLerp(1f, 0f, exosphereLevel);
e.rateOverTime = Mathf.Lerp(300f, 0f, t);
}
void UpdateRadiationBelt()
{
if (radiationBeltSystem == null) return;
var e = radiationBeltSystem.emission;
float t = Mathf.InverseLerp(1f, 0f, exosphereLevel);
e.rateOverTime = Mathf.Lerp(200f, 0f, t);
}
IEnumerator DeathBurst()
{
if (tailSystem != null)
{
var e = tailSystem.emission;
e.rateOverTime = 3000f;
var m = tailSystem.main;
m.startSpeed = new ParticleSystem.MinMaxCurve(20f, 50f);
}
if (ringDustSystem != null)
{
var e = ringDustSystem.emission;
e.rateOverTime = 2000f;
}
if (radiationBeltSystem != null)
{
var e = radiationBeltSystem.emission;
e.rateOverTime = 0f;
}
yield return new WaitForSeconds(2f);
if (tailSystem != null)
{
var e = tailSystem.emission;
e.rateOverTime = 0f;
var m = tailSystem.main;
m.startSpeed = new ParticleSystem.MinMaxCurve(3f, 8f);
}
if (ringDustSystem != null)
{
var e = ringDustSystem.emission;
e.rateOverTime = 0f;
}
}
void Update()
{
if (!Application.isPlaying) return;
if (exosphereLevel >= 1f && previousLevel < 1f)
{
InitState();
deathTriggered = false;
}
previousLevel = exosphereLevel;
if (exosphereLevel <= 0f && !deathTriggered)
{
deathTriggered = true;
StartCoroutine(DeathBurst());
return;
}
if (deathTriggered) return;
UpdateTail();
UpdateRingDust();
UpdateRadiationBelt();
}
public void CleanUp()
{
if (tailSystem != null) Destroy(tailSystem.gameObject);
if (ringDustSystem != null) Destroy(ringDustSystem.gameObject);
if (radiationBeltSystem != null) Destroy(radiationBeltSystem.gameObject);
tailSystem = null;
ringDustSystem = null;
radiationBeltSystem = null;
deathTriggered = false;
enabled = false;
}
}