370 lines
13 KiB
C#
370 lines
13 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 JupiterThermosphereEffects : MonoBehaviour
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{
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[Header("Íàëàøòóâàííÿ")]
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public Material auroraMaterial;
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public Material solarWindMaterial;
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public float planetRadius = 72f;
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[Range(0f, 1f)]
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public float thermosphereLevel = 1f;
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public float previousLevel = 1f;
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private ParticleSystem auroraSystemNorth;
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private ParticleSystem auroraSystemSouth;
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private ParticleSystem ionizationSystem;
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private ParticleSystem solarWindSystem;
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private Light auroraGlowNorth;
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private Light auroraGlowSouth;
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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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if (auroraSystemNorth != null) Destroy(auroraSystemNorth.gameObject);
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if (auroraSystemSouth != null) Destroy(auroraSystemSouth.gameObject);
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if (ionizationSystem != null) Destroy(ionizationSystem.gameObject);
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if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
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if (auroraGlowNorth != null) Destroy(auroraGlowNorth.gameObject);
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if (auroraGlowSouth != null) Destroy(auroraGlowSouth.gameObject);
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auroraSystemNorth = null;
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auroraSystemSouth = null;
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ionizationSystem = null;
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solarWindSystem = null;
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auroraGlowNorth = null;
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auroraGlowSouth = null;
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thermosphereLevel = 1f;
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previousLevel = 1f;
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CreateAurora();
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CreateIonization();
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CreateSolarWind();
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}
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void CreateAurora()
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{
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auroraSystemNorth = CreateAuroraSystem("JupiterAuroraNorth", Vector3.up);
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auroraSystemSouth = CreateAuroraSystem("JupiterAuroraSouth", Vector3.down);
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GameObject glowNorthObj = new GameObject("AuroraGlowNorth");
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glowNorthObj.transform.parent = null;
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glowNorthObj.transform.position = transform.position + Vector3.up * planetRadius * 1.1f;
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auroraGlowNorth = glowNorthObj.AddComponent<Light>();
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auroraGlowNorth.type = LightType.Point;
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auroraGlowNorth.color = new Color(0.3f, 0.5f, 1f);
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auroraGlowNorth.intensity = 15f;
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auroraGlowNorth.range = planetRadius * 6f;
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GameObject glowSouthObj = new GameObject("AuroraGlowSouth");
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glowSouthObj.transform.parent = null;
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glowSouthObj.transform.position = transform.position + Vector3.down * planetRadius * 1.1f;
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auroraGlowSouth = glowSouthObj.AddComponent<Light>();
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auroraGlowSouth.type = LightType.Point;
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auroraGlowSouth.color = new Color(0.3f, 0.5f, 1f);
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auroraGlowSouth.intensity = 15f;
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auroraGlowSouth.range = planetRadius * 6f;
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}
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ParticleSystem CreateAuroraSystem(string name, Vector3 poleDir)
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{
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GameObject obj = new GameObject(name);
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obj.transform.parent = null;
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obj.transform.position = transform.position + poleDir * (planetRadius * 0.9f);
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obj.transform.up = poleDir;
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ParticleSystem ps = obj.AddComponent<ParticleSystem>();
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var main = ps.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 3000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(2f, 6f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.4f, 0.1f, 1f, 1f),
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new Color(0.1f, 0.8f, 0.5f, 0.8f)
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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 = ps.emission;
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emission.rateOverTime = 200f;
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var shape = ps.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Donut;
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shape.radius = planetRadius * 0.4f;
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shape.donutRadius = planetRadius * 0.05f;
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shape.radiusThickness = 1f;
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shape.arc = 360f;
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var vel = ps.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.Local;
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(5f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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var sizeOverLifetime = ps.sizeOverLifetime;
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sizeOverLifetime.enabled = true;
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AnimationCurve sizeCurve = new AnimationCurve(
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new Keyframe(0f, 0.3f),
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new Keyframe(0.2f, 1f),
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new Keyframe(0.8f, 0.8f),
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new Keyframe(1f, 0f)
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);
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sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
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var colorOverLifetime = ps.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(0.4f, 0.1f, 1f), 0f),
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new GradientColorKey(new Color(0.2f, 0.6f, 1f), 0.3f),
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new GradientColorKey(new Color(0.1f, 0.9f, 0.5f), 0.6f),
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new GradientColorKey(new Color(0.3f, 0.2f, 1f), 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(1f, 0.1f),
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new GradientAlphaKey(0.8f, 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 noise = ps.noise;
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noise.enabled = true;
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noise.strength = 2f;
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noise.frequency = 0.3f;
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noise.scrollSpeed = 0.5f;
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noise.octaveCount = 2;
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 5f;
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if (auroraMaterial != null)
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renderer.material = auroraMaterial;
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ps.Play();
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return ps;
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}
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void CreateIonization()
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{
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GameObject obj = new GameObject("JupiterIonization");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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ionizationSystem = obj.AddComponent<ParticleSystem>();
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var main = ionizationSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 5000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(1f, 3f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.3f, 0.4f, 1f, 0.6f),
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new Color(0.2f, 0.3f, 0.8f, 0.4f)
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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 = ionizationSystem.emission;
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emission.rateOverTime = 300f;
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var shape = ionizationSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 1.15f;
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shape.radiusThickness = 0.05f;
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var vel = ionizationSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(2f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = ionizationSystem.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(0.3f, 0.4f, 1f), 0f),
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new GradientColorKey(new Color(0.2f, 0.3f, 0.8f), 0.5f),
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new GradientColorKey(new Color(0.1f, 0.2f, 0.6f), 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(0.6f, 0.15f),
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new GradientAlphaKey(0.4f, 0.8f),
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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 = ionizationSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 3f;
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if (auroraMaterial != null)
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renderer.material = auroraMaterial;
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ionizationSystem.Play();
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}
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void CreateSolarWind()
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{
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GameObject obj = new GameObject("JupiterSolarWind");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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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 = true;
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main.maxParticles = 5000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 6f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(1f, 0.9f, 0.5f, 0.7f),
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new Color(1f, 0.7f, 0.3f, 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 = solarWindSystem.emission;
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emission.rateOverTime = 400f;
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var shape = solarWindSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 2.9f;
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shape.radiusThickness = 0.05f;
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var vel = solarWindSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(5f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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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, 0.9f, 0.5f), 0f),
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new GradientColorKey(new Color(1f, 0.7f, 0.3f), 0.5f),
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new GradientColorKey(new Color(0.8f, 0.5f, 0.2f), 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(0.7f, 0.1f),
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new GradientAlphaKey(0.5f, 0.8f),
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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 = 2f;
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if (solarWindMaterial != null)
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renderer.material = solarWindMaterial;
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solarWindSystem.Play();
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}
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void UpdateAurora()
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{
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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if (auroraSystemNorth != null)
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{
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var e = auroraSystemNorth.emission;
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e.rateOverTime = Mathf.Lerp(100f, 0f, t);
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}
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if (auroraSystemSouth != null)
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{
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var e = auroraSystemSouth.emission;
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e.rateOverTime = Mathf.Lerp(100f, 0f, t);
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}
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if (auroraGlowNorth != null)
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auroraGlowNorth.intensity = Mathf.Lerp(3f, 0f, t);
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if (auroraGlowSouth != null)
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auroraGlowSouth.intensity = Mathf.Lerp(3f, 0f, t);
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}
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void UpdateIonization()
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{
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if (ionizationSystem == null) return;
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var e = ionizationSystem.emission;
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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e.rateOverTime = Mathf.Lerp(150f, 400f, t);
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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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var e = solarWindSystem.emission;
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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e.rateOverTime = Mathf.Lerp(200f, 600f, t);
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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 (thermosphereLevel >= 1f && previousLevel < 1f)
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InitState();
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previousLevel = thermosphereLevel;
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UpdateAurora();
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UpdateIonization();
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UpdateSolarWind();
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}
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public void CleanUp()
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{
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if (auroraSystemNorth != null) Destroy(auroraSystemNorth.gameObject);
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if (auroraSystemSouth != null) Destroy(auroraSystemSouth.gameObject);
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if (ionizationSystem != null) Destroy(ionizationSystem.gameObject);
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if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
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if (auroraGlowNorth != null) Destroy(auroraGlowNorth.gameObject);
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if (auroraGlowSouth != null) Destroy(auroraGlowSouth.gameObject);
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auroraSystemNorth = null;
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auroraSystemSouth = null;
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ionizationSystem = null;
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solarWindSystem = null;
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auroraGlowNorth = null;
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auroraGlowSouth = null;
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enabled = false;
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}
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}
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