Files
2026-05-29 18:21:53 +03:00

324 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VenusEffects : MonoBehaviour
{
[Header("Õìàðè")]
public Material cloudMaterial;
public float planetRadius = 12f;
public float cloudHeight = 900f;
public float heightMultiplier = 1.5f;
[Header("God Ray")]
public GameObject godRayPrefab;
[Range(0f, 1f)]
public float mesosphereLevel = 1f;
public float previousLevel = 1f;
private List<ParticleSystem> allClusters = new List<ParticleSystem>();
private List<int> groupIndices = new List<int>();
private List<GameObject> godRays = new List<GameObject>();
private bool deadStateApplied = false;
private const int TOTAL_CLUSTERS = 30;
private const int GROUP_COUNT = 6;
public List<GameObject> GetGodRays() => godRays;
void Awake()
{
enabled = false;
}
public void InitState()
{
foreach (var ps in allClusters)
if (ps != null) Destroy(ps.gameObject);
allClusters.Clear();
groupIndices.Clear();
foreach (var obj in godRays)
if (obj != null) Destroy(obj);
godRays.Clear();
mesosphereLevel = 1f;
previousLevel = 1f;
deadStateApplied = false;
CreateAllClusters();
}
void CreateAllClusters()
{
float orbitRadius = planetRadius + (cloudHeight / 1000f) * heightMultiplier;
List<Vector3> groupCenters = new List<Vector3>();
for (int g = 0; g < GROUP_COUNT; g++)
{
Vector3 dir;
int attempts = 0;
do
{
dir = Random.onUnitSphere;
attempts++;
}
while (IsTooClose(dir, groupCenters, 0.6f) && attempts < 30);
groupCenters.Add(dir);
}
int clustersPerGroup = TOTAL_CLUSTERS / GROUP_COUNT;
int extraClusters = TOTAL_CLUSTERS - clustersPerGroup * GROUP_COUNT;
for (int g = 0; g < GROUP_COUNT; g++)
{
int count = clustersPerGroup + (g < extraClusters ? 1 : 0);
for (int i = 0; i < count; i++)
{
Vector3 offset = Random.onUnitSphere * Random.Range(0f, 2.5f);
Vector3 dir = (groupCenters[g] + offset * 0.3f).normalized;
Vector3 pos = transform.position + dir * orbitRadius;
ParticleSystem ps = CreateCluster(pos, dir, orbitRadius);
allClusters.Add(ps);
groupIndices.Add(g);
}
}
}
ParticleSystem CreateCluster(Vector3 pos, Vector3 dir, float orbitRadius)
{
GameObject obj = new GameObject("CloudCluster");
obj.transform.parent = null;
obj.transform.position = pos;
ParticleSystem ps = obj.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 100;
main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 14f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0.1f);
main.startSize = new ParticleSystem.MinMaxCurve(2f, 4f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.85f, 0.2f, 0.7f),
new Color(0.9f, 0.6f, 0.1f, 0.5f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = ps.emission;
emission.rateOverTime = 15f;
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = 2f;
shape.radiusThickness = 1f;
var colorOverLifetime = ps.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(1f, 0.9f, 0.3f), 0f),
new GradientColorKey(new Color(0.9f, 0.6f, 0.1f), 0.5f),
new GradientColorKey(new Color(0.8f, 0.4f, 0.05f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.7f, 0.2f),
new GradientAlphaKey(0.6f, 0.7f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = ps.noise;
noise.enabled = true;
noise.strength = 0.5f;
noise.frequency = 0.4f;
noise.scrollSpeed = 0.15f;
noise.octaveCount = 2;
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 4f;
if (cloudMaterial != null)
renderer.material = cloudMaterial;
ps.Play();
StartCoroutine(OrbitCluster(obj.transform, dir, orbitRadius));
return ps;
}
bool IsTooClose(Vector3 dir, List<Vector3> existing, float minDot)
{
foreach (var d in existing)
if (Vector3.Dot(dir, d) > minDot) return true;
return false;
}
IEnumerator OrbitCluster(Transform cluster, Vector3 axis, float radius)
{
Vector3 orbitAxis = Vector3.Cross(axis, Random.onUnitSphere).normalized;
float speed = Random.Range(2f, 5f);
float wobbleSpeed = Random.Range(0.15f, 0.4f);
float wobbleAmount = Random.Range(0.2f, 0.5f);
while (cluster != null)
{
cluster.RotateAround(transform.position, orbitAxis, speed * Time.deltaTime);
float wobble = Mathf.Sin(Time.time * wobbleSpeed) * wobbleAmount;
cluster.position = transform.position +
(cluster.position - transform.position).normalized * (radius + wobble);
yield return null;
}
}
void UpdateClouds()
{
float level = mesosphereLevel;
for (int i = 0; i < allClusters.Count; i++)
{
var ps = allClusters[i];
if (ps == null) continue;
var emission = ps.emission;
var main = ps.main;
if (level >= 0.7f)
{
float t = Mathf.InverseLerp(1f, 0.7f, level);
emission.rateOverTime = Mathf.Lerp(15f, 8f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.85f, 0.2f, Mathf.Lerp(0.7f, 0.5f, t)),
new Color(0.9f, 0.6f, 0.1f, Mathf.Lerp(0.5f, 0.35f, t))
);
}
else if (level >= 0.5f)
{
int groupId = groupIndices[i];
bool isGroupCluster = groupId < 3;
float t = Mathf.InverseLerp(0.7f, 0.5f, level);
if (isGroupCluster)
{
emission.rateOverTime = Mathf.Lerp(8f, 12f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.85f, 0.2f, 0.6f),
new Color(0.9f, 0.6f, 0.1f, 0.4f)
);
}
else
{
emission.rateOverTime = Mathf.Lerp(8f, 0f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.85f, 0.2f, Mathf.Lerp(0.5f, 0f, t)),
new Color(0.9f, 0.6f, 0.1f, Mathf.Lerp(0.35f, 0f, t))
);
}
}
else if (level >= 0.3f)
{
int groupId = groupIndices[i];
bool isGroupCluster = groupId < 2;
float t = Mathf.InverseLerp(0.5f, 0.3f, level);
if (isGroupCluster)
{
emission.rateOverTime = Mathf.Lerp(12f, 5f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.85f, 0.2f, Mathf.Lerp(0.6f, 0.2f, t)),
new Color(0.9f, 0.6f, 0.1f, Mathf.Lerp(0.4f, 0.1f, t))
);
}
else
{
emission.rateOverTime = 0f;
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.85f, 0.2f, 0f),
new Color(0.9f, 0.6f, 0.1f, 0f)
);
}
}
else
{
emission.rateOverTime = 0f;
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.85f, 0.2f, 0f),
new Color(0.9f, 0.6f, 0.1f, 0f)
);
}
}
}
void SpawnGodRay(float scale)
{
if (godRayPrefab == null) return;
float angle = Random.Range(0f, 360f);
Vector3 dir = Quaternion.Euler(0f, angle, Random.Range(-30f, 30f)) * Vector3.right;
Vector3 pos = transform.position + dir * (planetRadius * 1.1f);
GameObject ray = Instantiate(godRayPrefab, pos, Quaternion.LookRotation(dir));
ray.transform.localScale = Vector3.one * scale;
godRays.Add(ray);
}
void UpdateGodRays(float level)
{
foreach (var obj in godRays)
if (obj != null) Destroy(obj);
godRays.Clear();
if (level > 0.5f) return;
float t = Mathf.InverseLerp(0.5f, 0f, level);
int rayCount = Mathf.RoundToInt(Mathf.Lerp(2f, 8f, t));
float rayScale = Mathf.Lerp(0.5f, 3f, t);
for (int i = 0; i < rayCount; i++)
SpawnGodRay(rayScale);
}
void ApplyDeadState()
{
if (deadStateApplied) return;
deadStateApplied = true;
var venusDeath = GameManager.Instance.GetCurrentPlanet()
.planetTransform?.GetComponent<VenusDeath>();
if (venusDeath != null) venusDeath.ApplyDeadColors();
}
void Update()
{
if (!Application.isPlaying) return;
if (mesosphereLevel >= 1f && previousLevel < 1f)
InitState();
previousLevel = mesosphereLevel;
UpdateClouds();
UpdateGodRays(mesosphereLevel);
if (mesosphereLevel <= 0f && !deadStateApplied)
ApplyDeadState();
}
public void CleanUp()
{
foreach (var obj in allClusters)
if (obj != null) Destroy(obj.gameObject);
allClusters.Clear();
foreach (var obj in godRays)
if (obj != null) Destroy(obj);
godRays.Clear();
enabled = false;
}
}