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

286 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SaturnTroposphereEffects : MonoBehaviour
{
[Header("Íàëàøòóâàííÿ")]
public Material stormMaterial;
public Material windMaterial;
public float planetRadius = 58f;
[Range(0f, 1f)]
public float troposphereLevel = 1f;
public float previousLevel = 1f;
private List<ParticleSystem> _bandClusters = new List<ParticleSystem>();
private List<ParticleSystem> _windClusters = new List<ParticleSystem>();
void Awake()
{
enabled = false;
}
public void InitState()
{
foreach (var ps in _bandClusters)
if (ps != null) Destroy(ps.gameObject);
_bandClusters.Clear();
foreach (var ps in _windClusters)
if (ps != null) Destroy(ps.gameObject);
_windClusters.Clear();
troposphereLevel = 1f;
previousLevel = 1f;
CreateBands();
CreateWindStreams();
}
void CreateBands()
{
float[] latitudes = { -50f, -25f, -8f, 8f, 25f, 50f };
float[] speeds = { 2f, -1.5f, 2.5f, -2.5f, 1.5f, -2f };
Color[] colors =
{
new Color(0.8f, 0.72f, 0.5f),
new Color(0.88f, 0.8f, 0.58f),
new Color(0.85f, 0.76f, 0.52f),
new Color(0.82f, 0.74f, 0.5f),
new Color(0.78f, 0.7f, 0.48f),
new Color(0.75f, 0.67f, 0.45f)
};
for (int i = 0; i < latitudes.Length; i++)
{
GameObject obj = new GameObject("SaturnBand_" + i);
obj.transform.parent = null;
obj.transform.position = transform.position;
ParticleSystem ps = obj.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 15000;
main.startLifetime = new ParticleSystem.MinMaxCurve(6f, 12f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(0.375f, 3f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(colors[i].r, colors[i].g, colors[i].b, 0.6f),
new Color(colors[i].r * 0.85f, colors[i].g * 0.85f, colors[i].b * 0.85f, 0.4f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = ps.emission;
emission.rateOverTime = 0f;
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius;
shape.radiusThickness = 0.02f;
shape.arc = 360f;
shape.rotation = new Vector3(latitudes[i], 0f, 0f);
var vel = ps.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(speeds[i]);
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 = ps.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(colors[i], 0f),
new GradientColorKey(colors[i] * 0.85f, 0.5f),
new GradientColorKey(colors[i] * 0.65f, 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.6f, 0.15f),
new GradientAlphaKey(0.4f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = ps.noise;
noise.enabled = true;
noise.strength = 0.3f;
noise.frequency = 0.15f;
noise.scrollSpeed = 0.08f;
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 4f;
if (stormMaterial != null)
renderer.material = stormMaterial;
ps.Play();
_bandClusters.Add(ps);
}
}
void CreateWindStreams()
{
float[] latitudes = { -15f, 0f, 15f };
float[] speeds = { 15f, -18f, 15f };
for (int i = 0; i < latitudes.Length; i++)
{
GameObject obj = new GameObject("SaturnWind_" + i);
obj.transform.parent = null;
obj.transform.position = transform.position;
ParticleSystem ps = obj.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 20000;
main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(1.25f, 3.75f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.95f, 0.9f, 0.75f, 0.6f),
new Color(0.85f, 0.8f, 0.65f, 0.4f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = ps.emission;
emission.rateOverTime = 0f;
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius * 1.01f;
shape.radiusThickness = 0.01f;
shape.arc = 360f;
shape.rotation = new Vector3(latitudes[i], 0f, 0f);
var vel = ps.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(speeds[i]);
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 = ps.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.95f, 0.9f, 0.75f), 0f),
new GradientColorKey(new Color(0.85f, 0.8f, 0.65f), 0.5f),
new GradientColorKey(new Color(0.75f, 0.7f, 0.55f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.6f, 0.1f),
new GradientAlphaKey(0.4f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 3f;
if (windMaterial != null)
renderer.material = windMaterial;
else if (stormMaterial != null)
renderer.material = stormMaterial;
ps.Play();
_windClusters.Add(ps);
}
}
void UpdateBands()
{
foreach (var ps in _bandClusters)
{
if (ps == null) continue;
var emission = ps.emission;
if (troposphereLevel <= 0f)
{
emission.rateOverTime = 0f;
continue;
}
if (troposphereLevel >= 0.7f)
emission.rateOverTime = 0f;
else if (troposphereLevel >= 0.5f)
emission.rateOverTime = Mathf.Lerp(0f, 400f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel));
else if (troposphereLevel >= 0.3f)
emission.rateOverTime = Mathf.Lerp(400f, 1200f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel));
else
emission.rateOverTime = Mathf.Lerp(1200f, 2500f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel));
}
}
void UpdateWindStreams()
{
foreach (var ps in _windClusters)
{
if (ps == null) continue;
var emission = ps.emission;
if (troposphereLevel <= 0f)
{
emission.rateOverTime = 0f;
continue;
}
if (troposphereLevel >= 1f)
emission.rateOverTime = 800f;
else if (troposphereLevel >= 0.7f)
emission.rateOverTime = Mathf.Lerp(800f, 1200f, Mathf.InverseLerp(1f, 0.7f, troposphereLevel));
else if (troposphereLevel >= 0.5f)
emission.rateOverTime = Mathf.Lerp(1200f, 2000f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel));
else if (troposphereLevel >= 0.3f)
emission.rateOverTime = Mathf.Lerp(2000f, 3000f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel));
else
emission.rateOverTime = Mathf.Lerp(3000f, 5000f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel));
}
}
void Update()
{
if (!Application.isPlaying) return;
if (troposphereLevel >= 1f && previousLevel < 1f)
InitState();
previousLevel = troposphereLevel;
UpdateBands();
UpdateWindStreams();
}
public void CleanUp()
{
foreach (var ps in _bandClusters)
if (ps != null) Destroy(ps.gameObject);
_bandClusters.Clear();
foreach (var ps in _windClusters)
if (ps != null) Destroy(ps.gameObject);
_windClusters.Clear();
enabled = false;
}
}