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

425 lines
14 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MarsMesosphereEffects : MonoBehaviour
{
[Header("Ïèë")]
public Material dustMaterial;
public float planetRadius = 6.779f;
public float mesosphereHeight = 3f;
[Header("Ìåòåîðèòè")]
public GameObject[] asteroidPrefabs;
public GameObject explosionPrefab;
public Material craterMaterial;
public float spawnRadius = 80f;
public float spawnInterval = 3f;
[Range(0f, 1f)]
public float mesosphereLevel = 1f;
public float previousLevel = 1f;
private ParticleSystem dustRingSystem;
private List<GameObject> craters = new List<GameObject>();
private List<ParticleSystem> dustDevils = new List<ParticleSystem>();
private float spawnTimer = 0f;
void Awake()
{
enabled = false;
}
public void InitState()
{
if (dustRingSystem != null) Destroy(dustRingSystem.gameObject);
dustRingSystem = null;
foreach (var c in craters)
if (c != null) Destroy(c);
craters.Clear();
foreach (var d in dustDevils)
if (d != null) Destroy(d.gameObject);
dustDevils.Clear();
mesosphereLevel = 1f;
previousLevel = 1f;
spawnTimer = 0f;
CreateDustRing();
CreateDustDevils();
}
void CreateDustRing()
{
GameObject obj = new GameObject("MarsDustRing");
obj.transform.parent = null;
obj.transform.position = transform.position;
dustRingSystem = obj.AddComponent<ParticleSystem>();
var main = dustRingSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 8000;
main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 16f);
main.startSpeed = new ParticleSystem.MinMaxCurve(1.5f, 4.0f);
main.startSize = new ParticleSystem.MinMaxCurve(0.08f, 0.35f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.85f, 0.45f, 0.15f, 0.5f),
new Color(0.65f, 0.3f, 0.08f, 0.3f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = dustRingSystem.emission;
emission.rateOverTime = 300f;
var shape = dustRingSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius + mesosphereHeight;
shape.radiusThickness = 0.4f;
var vel = dustRingSystem.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.World;
vel.x = new ParticleSystem.MinMaxCurve(-0.5f, 0.5f);
vel.y = new ParticleSystem.MinMaxCurve(-0.3f, 0.3f);
vel.z = new ParticleSystem.MinMaxCurve(-0.5f, 0.5f);
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f, 0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(1.5f, 2.5f);
vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f, 0f);
var sizeOverLifetime = dustRingSystem.sizeOverLifetime;
sizeOverLifetime.enabled = true;
AnimationCurve sizeCurve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.1f, 1f),
new Keyframe(0.8f, 0.8f),
new Keyframe(1f, 0f)
);
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
var colorOverLifetime = dustRingSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.85f, 0.45f, 0.15f), 0f),
new GradientColorKey(new Color(0.65f, 0.3f, 0.08f), 0.5f),
new GradientColorKey(new Color(0.45f, 0.2f, 0.05f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.5f, 0.15f),
new GradientAlphaKey(0.3f, 0.7f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = dustRingSystem.noise;
noise.enabled = true;
noise.strength = 0.8f;
noise.frequency = 0.4f;
noise.scrollSpeed = 0.2f;
noise.octaveCount = 2;
var renderer = dustRingSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 3f;
if (dustMaterial != null)
renderer.material = dustMaterial;
dustRingSystem.Play();
}
void CreateDustDevils()
{
int count = 7;
for (int i = 0; i < count; i++)
{
Vector3 dir = Random.onUnitSphere;
Vector3 pos = transform.position + dir * planetRadius;
GameObject obj = new GameObject("DustDevil_" + i);
obj.transform.parent = null;
obj.transform.position = pos;
obj.transform.up = dir;
ParticleSystem ps = obj.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 500;
main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 6f);
main.startSpeed = new ParticleSystem.MinMaxCurve(2f, 5f);
main.startSize = new ParticleSystem.MinMaxCurve(0.12f, 0.4f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.9f, 0.5f, 0.2f, 0.6f),
new Color(0.7f, 0.35f, 0.1f, 0.4f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = ps.emission;
emission.rateOverTime = 80f;
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Cone;
shape.angle = 25f;
shape.radius = 0.6f;
shape.radiusThickness = 0.5f;
var vel = ps.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.Local;
vel.x = new ParticleSystem.MinMaxCurve(-1.0f, 1.0f);
vel.y = new ParticleSystem.MinMaxCurve(2.0f, 5.0f);
vel.z = new ParticleSystem.MinMaxCurve(-1.0f, 1.0f);
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f, 0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(8f, 12f);
vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f, 0f);
var sizeOverLifetime = ps.sizeOverLifetime;
sizeOverLifetime.enabled = true;
AnimationCurve sizeCurve = new AnimationCurve(
new Keyframe(0f, 0.2f),
new Keyframe(0.3f, 1f),
new Keyframe(1f, 0f)
);
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
var colorOverLifetime = ps.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.9f, 0.5f, 0.2f), 0f),
new GradientColorKey(new Color(0.7f, 0.35f, 0.1f), 0.5f),
new GradientColorKey(new Color(0.5f, 0.25f, 0.08f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0.6f, 0f),
new GradientAlphaKey(0.4f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = ps.noise;
noise.enabled = true;
noise.strength = 0.7f;
noise.frequency = 1.2f;
noise.scrollSpeed = 0.6f;
noise.octaveCount = 2;
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 4f;
if (dustMaterial != null)
renderer.material = dustMaterial;
ps.Play();
dustDevils.Add(ps);
StartCoroutine(RotateDustDevil(obj.transform, dir));
}
}
IEnumerator RotateDustDevil(Transform devil, Vector3 surfaceNormal)
{
float orbitSpeed = Random.Range(3f, 8f);
Vector3 orbitAxis = surfaceNormal;
while (devil != null)
{
devil.RotateAround(transform.position, orbitAxis, orbitSpeed * Time.deltaTime);
yield return null;
}
}
void UpdateDustRing()
{
if (dustRingSystem == null) return;
var emission = dustRingSystem.emission;
var main = dustRingSystem.main;
if (mesosphereLevel >= 0.7f)
{
float t = Mathf.InverseLerp(1f, 0.7f, mesosphereLevel);
emission.rateOverTime = Mathf.Lerp(300f, 120f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.85f, 0.45f, 0.15f, Mathf.Lerp(0.5f, 0.35f, t)),
new Color(0.65f, 0.3f, 0.08f, Mathf.Lerp(0.3f, 0.2f, t))
);
}
else if (mesosphereLevel >= 0.5f)
{
float t = Mathf.InverseLerp(0.7f, 0.5f, mesosphereLevel);
emission.rateOverTime = Mathf.Lerp(120f, 50f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.85f, 0.45f, 0.15f, Mathf.Lerp(0.35f, 0.15f, t)),
new Color(0.65f, 0.3f, 0.08f, Mathf.Lerp(0.2f, 0.08f, t))
);
}
else if (mesosphereLevel >= 0.3f)
{
float t = Mathf.InverseLerp(0.5f, 0.3f, mesosphereLevel);
emission.rateOverTime = Mathf.Lerp(50f, 5f, t);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.85f, 0.45f, 0.15f, Mathf.Lerp(0.15f, 0.03f, t)),
new Color(0.65f, 0.3f, 0.08f, Mathf.Lerp(0.08f, 0.01f, t))
);
}
else
{
emission.rateOverTime = 0f;
}
}
void UpdateDustDevils()
{
foreach (var ps in dustDevils)
{
if (ps == null) continue;
var emission = ps.emission;
emission.rateOverTime = mesosphereLevel >= 0.3f ?
Mathf.Lerp(0f, 80f, mesosphereLevel) : 0f;
}
}
void UpdateAsteroids()
{
if (mesosphereLevel >= 1f) return;
if (mesosphereLevel <= 0f) return;
spawnTimer += Time.deltaTime;
float adjustedInterval;
if (mesosphereLevel >= 0.7f)
adjustedInterval = spawnInterval;
else if (mesosphereLevel >= 0.5f)
adjustedInterval = spawnInterval * 0.6f;
else if (mesosphereLevel >= 0.3f)
adjustedInterval = spawnInterval * 0.3f;
else
adjustedInterval = 0.5f;
if (spawnTimer >= adjustedInterval)
{
spawnTimer = 0f;
SpawnAsteroid();
}
}
void SpawnAsteroid()
{
if (asteroidPrefabs == null || asteroidPrefabs.Length == 0) return;
Vector3 direction = Random.onUnitSphere;
Vector3 spawnPos = transform.position + direction * spawnRadius;
Vector3 flyDir = -direction;
GameObject prefab = asteroidPrefabs[Random.Range(0, asteroidPrefabs.Length)];
GameObject asteroid = Instantiate(prefab, spawnPos, Random.rotation);
asteroid.transform.localScale = Vector3.one * Random.Range(0.2f, 0.6f);
StartCoroutine(MoveAsteroid(asteroid, flyDir));
}
IEnumerator MoveAsteroid(GameObject asteroid, Vector3 flyDir)
{
float speed = Random.Range(4f, 8f);
while (asteroid != null)
{
asteroid.transform.position += flyDir * speed * Time.deltaTime;
asteroid.transform.Rotate(Vector3.one * 60f * Time.deltaTime);
float distFromCenter = Vector3.Distance(asteroid.transform.position, transform.position);
if (distFromCenter <= planetRadius + 0.2f)
{
Vector3 hitPos = transform.position + (-flyDir) * planetRadius;
if (explosionPrefab != null)
{
GameObject exp = Instantiate(explosionPrefab, hitPos, Quaternion.identity);
exp.transform.localScale = Vector3.one * Random.Range(0.2f, 0.5f);
Destroy(exp, 3f);
}
SpawnCrater(hitPos, -flyDir);
Destroy(asteroid);
yield break;
}
if (distFromCenter > spawnRadius * 2f)
{
Destroy(asteroid);
yield break;
}
yield return null;
}
}
void SpawnCrater(Vector3 pos, Vector3 flyDir)
{
if (craterMaterial == null) return;
Vector3 center = transform.position;
Vector3 dirFromCenter = (pos - center).normalized;
Vector3 surfacePos = center + dirFromCenter * (planetRadius + 0.02f);
GameObject crater = GameObject.CreatePrimitive(PrimitiveType.Quad);
crater.name = "Crater";
crater.transform.position = surfacePos;
crater.transform.rotation = Quaternion.LookRotation(-dirFromCenter, Vector3.up);
float size = Random.Range(0.3f, 0.8f);
crater.transform.localScale = new Vector3(size, size, size);
Destroy(crater.GetComponent<Collider>());
Renderer r = crater.GetComponent<Renderer>();
r.material = craterMaterial;
r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
craters.Add(crater);
}
void Update()
{
if (!Application.isPlaying) return;
if (mesosphereLevel >= 1f && previousLevel < 1f)
InitState();
previousLevel = mesosphereLevel;
UpdateDustRing();
UpdateDustDevils();
UpdateAsteroids();
}
public void CleanUp()
{
if (dustRingSystem != null) Destroy(dustRingSystem.gameObject);
dustRingSystem = null;
foreach (var c in craters)
if (c != null) Destroy(c);
craters.Clear();
foreach (var d in dustDevils)
if (d != null) Destroy(d.gameObject);
dustDevils.Clear();
enabled = false;
}
}