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

354 lines
13 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JupiterTroposphereEffects : MonoBehaviour
{
[Header("Íàëàøòóâàííÿ")]
public Material stormMaterial;
public Material ringMaterial;
public Material redSpotMaterial;
public float planetRadius = 72f;
[Range(0f, 1f)]
public float troposphereLevel = 1f;
public float previousLevel = 1f;
private List<ParticleSystem> bandClusters = new List<ParticleSystem>();
private ParticleSystem ringSystem;
private ParticleSystem redSpotSystem;
private Light redSpotGlow;
void Awake()
{
enabled = false;
}
public void InitState()
{
foreach (var ps in bandClusters)
if (ps != null) Destroy(ps.gameObject);
bandClusters.Clear();
if (ringSystem != null) Destroy(ringSystem.gameObject);
if (redSpotSystem != null) Destroy(redSpotSystem.gameObject);
if (redSpotGlow != null) Destroy(redSpotGlow.gameObject);
ringSystem = null;
redSpotSystem = null;
redSpotGlow = null;
troposphereLevel = 1f;
previousLevel = 1f;
CreateBands();
CreateRing();
CreateRedSpot();
}
void CreateBands()
{
float[] latitudes = { -55f, -25f, -8f, 8f, 25f, 55f };
float[] speeds = { 4f, -3f, 5f, -5f, 3f, -4f };
Color[] colors =
{
new Color(0.7f, 0.45f, 0.2f),
new Color(0.85f, 0.6f, 0.3f),
new Color(0.75f, 0.5f, 0.22f),
new Color(0.8f, 0.55f, 0.25f),
new Color(0.72f, 0.48f, 0.2f),
new Color(0.68f, 0.42f, 0.18f)
};
for (int i = 0; i < latitudes.Length; i++)
{
GameObject obj = new GameObject("JupiterBand_" + 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 = 2000;
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(1f, 3f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(colors[i].r, colors[i].g, colors[i].b, 0.4f),
new Color(colors[i].r * 0.8f, colors[i].g * 0.8f, colors[i].b * 0.8f, 0.2f)
);
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] * 0.8f, 0.5f),
new GradientColorKey(colors[i] * 0.6f, 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.4f, 0.15f),
new GradientAlphaKey(0.3f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = ps.noise;
noise.enabled = true;
noise.strength = 0.5f;
noise.frequency = 0.2f;
noise.scrollSpeed = 0.1f;
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 4f;
if (stormMaterial != null)
renderer.material = stormMaterial;
ps.Play();
bandClusters.Add(ps);
}
}
void CreateRing()
{
float ringRadius = planetRadius * 1.8f;
GameObject obj = new GameObject("JupiterRing");
obj.transform.parent = null;
obj.transform.position = transform.position;
obj.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
ringSystem = obj.AddComponent<ParticleSystem>();
var main = ringSystem.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, 0.5f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.35f, 0.28f, 0.2f, 0.35f),
new Color(0.28f, 0.22f, 0.15f, 0.2f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = ringSystem.emission;
emission.rateOverTime = 150f;
var shape = ringSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Donut;
shape.radius = ringRadius;
shape.donutRadius = 1.5f;
shape.radiusThickness = 1f;
shape.arc = 360f;
shape.rotation = new Vector3(0f, 0f, 0f);
var vel = ringSystem.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 = ringSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.4f, 0.32f, 0.22f), 0f),
new GradientColorKey(new Color(0.35f, 0.27f, 0.18f), 0.5f),
new GradientColorKey(new Color(0.28f, 0.22f, 0.15f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.35f, 0.1f),
new GradientAlphaKey(0.25f, 0.8f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = ringSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 3f;
if (ringMaterial != null)
renderer.material = ringMaterial;
else if (stormMaterial != null)
renderer.material = stormMaterial;
ringSystem.Play();
}
void CreateRedSpot()
{
Vector3 redSpotDir = new Vector3(0.2f, -0.15f, 0.97f).normalized;
Vector3 redSpotPos = transform.position + redSpotDir * (planetRadius * 1.02f);
GameObject obj = new GameObject("JupiterRedSpot");
obj.transform.parent = null;
obj.transform.position = transform.position;
obj.transform.up = Vector3.up;
redSpotSystem = obj.AddComponent<ParticleSystem>();
var main = redSpotSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 3000;
main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 6f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(2f, 5f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.95f, 0.15f, 0.05f, 0.9f),
new Color(0.8f, 0.1f, 0.02f, 0.6f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = redSpotSystem.emission;
emission.rateOverTime = 200f;
var shape = redSpotSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius * 0.12f;
shape.radiusThickness = 1f;
shape.position = redSpotDir * (planetRadius * 1.02f);
var vel = redSpotSystem.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(-6f);
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 = redSpotSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.95f, 0.15f, 0.05f), 0f),
new GradientColorKey(new Color(0.8f, 0.1f, 0.02f), 0.4f),
new GradientColorKey(new Color(0.6f, 0.08f, 0.01f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0.9f, 0f),
new GradientAlphaKey(0.6f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = redSpotSystem.noise;
noise.enabled = true;
noise.strength = 0.8f;
noise.frequency = 0.3f;
noise.scrollSpeed = 0.2f;
noise.octaveCount = 2;
var renderer = redSpotSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 5f;
if (redSpotMaterial != null)
renderer.material = redSpotMaterial;
else if (stormMaterial != null)
renderer.material = stormMaterial;
redSpotSystem.Play();
GameObject glowObj = new GameObject("RedSpotGlow");
glowObj.transform.parent = null;
glowObj.transform.position = redSpotPos;
redSpotGlow = glowObj.AddComponent<Light>();
redSpotGlow.type = LightType.Point;
redSpotGlow.color = new Color(0.95f, 0.15f, 0.05f);
redSpotGlow.intensity = 5f;
redSpotGlow.range = planetRadius * 6f;
}
void UpdateRedSpot()
{
if (redSpotSystem == null) return;
var redEmission = redSpotSystem.emission;
float t = Mathf.InverseLerp(1f, 0f, troposphereLevel);
redEmission.rateOverTime = Mathf.Lerp(200f, 0f, t);
if (redSpotGlow != null)
redSpotGlow.intensity = Mathf.Lerp(5f, 0f, t);
}
public void CleanUp()
{
foreach (var ps in bandClusters)
if (ps != null) Destroy(ps.gameObject);
bandClusters.Clear();
if (ringSystem != null) Destroy(ringSystem.gameObject);
if (redSpotSystem != null) Destroy(redSpotSystem.gameObject);
if (redSpotGlow != null) Destroy(redSpotGlow.gameObject);
ringSystem = null;
redSpotSystem = null;
redSpotGlow = null;
enabled = false;
}
void UpdateBands()
{
foreach (var ps in bandClusters)
{
if (ps == null) continue;
var emission = ps.emission;
if (troposphereLevel >= 0.7f)
emission.rateOverTime = 0f;
else if (troposphereLevel >= 0.5f)
emission.rateOverTime = Mathf.Lerp(0f, 50f, Mathf.InverseLerp(0.7f, 0.5f, troposphereLevel));
else if (troposphereLevel >= 0.3f)
emission.rateOverTime = Mathf.Lerp(50f, 150f, Mathf.InverseLerp(0.5f, 0.3f, troposphereLevel));
else
emission.rateOverTime = Mathf.Lerp(150f, 300f, Mathf.InverseLerp(0.3f, 0f, troposphereLevel));
}
}
void Update()
{
if (!Application.isPlaying) return;
if (troposphereLevel >= 1f && previousLevel < 1f)
InitState();
previousLevel = troposphereLevel;
UpdateBands();
UpdateRedSpot();
}
}