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

452 lines
15 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MarsThermosphereEffects : MonoBehaviour
{
[Header("Íàëàøòóâàííÿ")]
public Material tailMaterial;
public Material solarWindMaterial;
public Material auroraMaterial;
public float planetRadius = 3.39f;
public Transform sunTransform;
[Range(0f, 1f)]
public float thermosphereLevel = 1f;
public float previousLevel = 1f;
private ParticleSystem tailSystem;
private ParticleSystem solarWindSystem;
private ParticleSystem auroraSystem;
private GameObject auroraGlow;
private bool deathTriggered = false;
void Update()
{
if (!Application.isPlaying) return;
if (thermosphereLevel >= 1f && previousLevel < 1f)
{
InitState();
deathTriggered = false;
}
previousLevel = thermosphereLevel;
if (thermosphereLevel <= 0f && !deathTriggered)
{
deathTriggered = true;
StartCoroutine(DeathBurst());
return;
}
if (deathTriggered) return;
UpdateTail();
UpdateSolarWind();
UpdateAurora();
}
IEnumerator DeathBurst()
{
if (tailSystem != null)
{
var e = tailSystem.emission;
e.rateOverTime = 2000f;
var m = tailSystem.main;
m.startSpeed = new ParticleSystem.MinMaxCurve(20f, 50f);
}
if (solarWindSystem != null)
{
var e = solarWindSystem.emission;
e.rateOverTime = 3000f;
}
if (auroraSystem != null)
{
var e = auroraSystem.emission;
e.rateOverTime = 500f;
}
yield return new WaitForSeconds(2f);
if (tailSystem != null)
{
var e = tailSystem.emission;
e.rateOverTime = 0f;
}
if (solarWindSystem != null)
{
var e = solarWindSystem.emission;
e.rateOverTime = 0f;
}
if (auroraSystem != null)
{
var e = auroraSystem.emission;
e.rateOverTime = 0f;
}
}
void Awake()
{
enabled = false;
}
public void InitState()
{
if (tailSystem != null) Destroy(tailSystem.gameObject);
if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
if (auroraSystem != null) Destroy(auroraSystem.gameObject);
if (auroraGlow != null) Destroy(auroraGlow);
tailSystem = null;
solarWindSystem = null;
auroraSystem = null;
auroraGlow = null;
thermosphereLevel = 1f;
previousLevel = 1f;
CreateAtmosphericTail();
CreateSolarWind();
CreateAurora();
var e1 = tailSystem.emission;
e1.rateOverTime = 0f;
var e2 = solarWindSystem.emission;
e2.rateOverTime = 0f;
var e3 = auroraSystem.emission;
e3.rateOverTime = 0f;
}
Vector3 GetSunDirection()
{
if (sunTransform != null)
return (transform.position - sunTransform.position).normalized;
Light[] lights = FindObjectsOfType<Light>();
foreach (var l in lights)
if (l.type == LightType.Directional)
return -l.transform.forward;
return Vector3.right;
}
void CreateAtmosphericTail()
{
Vector3 sunDir = GetSunDirection();
Vector3 tailDir = sunDir;
GameObject obj = new GameObject("MarsTail");
obj.transform.parent = null;
obj.transform.position = transform.position;
obj.transform.rotation = Quaternion.LookRotation(tailDir);
tailSystem = obj.AddComponent<ParticleSystem>();
var main = tailSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 8000;
main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 10f);
main.startSpeed = new ParticleSystem.MinMaxCurve(3f, 8f);
main.startSize = new ParticleSystem.MinMaxCurve(0.05f, 0.2f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.6f, 0.8f, 1f, 0.4f),
new Color(0.4f, 0.6f, 1f, 0.2f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = tailSystem.emission;
emission.rateOverTime = 0f;
var shape = tailSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius * 0.8f;
shape.radiusThickness = 1f;
var velocityOverLifetime = tailSystem.velocityOverLifetime;
velocityOverLifetime.enabled = true;
velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(tailDir.x * 8f);
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(tailDir.y * 8f);
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(tailDir.z * 8f);
var noise = tailSystem.noise;
noise.enabled = true;
noise.strength = 0.3f;
noise.frequency = 0.5f;
noise.scrollSpeed = 0.3f;
var colorOverLifetime = tailSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.6f, 0.8f, 1f), 0f),
new GradientColorKey(new Color(0.4f, 0.6f, 1f), 0.5f),
new GradientColorKey(new Color(0.2f, 0.3f, 0.8f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0.4f, 0f),
new GradientAlphaKey(0.2f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = tailSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Stretch;
renderer.velocityScale = 0.3f;
renderer.lengthScale = 3f;
renderer.sortingFudge = 3f;
if (tailMaterial != null)
renderer.material = tailMaterial;
tailSystem.Play();
}
void CreateSolarWind()
{
GameObject obj = new GameObject("MarsSolarWind");
obj.transform.parent = null;
obj.transform.position = transform.position;
solarWindSystem = obj.AddComponent<ParticleSystem>();
var main = solarWindSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 30000;
main.startLifetime = new ParticleSystem.MinMaxCurve(3f, 5f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(0.15f, 0.4f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.7f, 0.1f, 1f),
new Color(1f, 0.5f, 0.0f, 0.8f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = solarWindSystem.emission;
emission.rateOverTime = 800f;
var shape = solarWindSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius * 6.5f;
shape.radiusThickness = 0.3f;
var velocityOverLifetime = solarWindSystem.velocityOverLifetime;
velocityOverLifetime.enabled = true;
velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
velocityOverLifetime.orbitalX = new ParticleSystem.MinMaxCurve(0f);
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(12f);
velocityOverLifetime.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(0f);
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0f);
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(0f);
var colorOverLifetime = solarWindSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(1f, 0.9f, 0.5f), 0f),
new GradientColorKey(new Color(1f, 0.7f, 0.3f), 0.5f),
new GradientColorKey(new Color(0.8f, 0.5f, 0.2f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(0.8f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = solarWindSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 2f;
if (solarWindMaterial != null)
renderer.material = solarWindMaterial;
solarWindSystem.Play();
}
void CreateAurora()
{
Vector3 auroraDir = new Vector3(0.5f, -0.8f, 0.3f).normalized;
Vector3 auroraPos = transform.position + auroraDir * (planetRadius * 1.05f);
GameObject obj = new GameObject("MarsAurora");
obj.transform.parent = null;
obj.transform.position = auroraPos;
obj.transform.up = auroraDir;
auroraSystem = obj.AddComponent<ParticleSystem>();
var main = auroraSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 1000;
main.startLifetime = new ParticleSystem.MinMaxCurve(1f, 3f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 2f);
main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.4f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.1f, 1f, 0.5f, 0.8f),
new Color(0.0f, 0.8f, 1f, 0.5f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = auroraSystem.emission;
emission.rateOverTime = 60f;
var shape = auroraSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Circle;
shape.radius = planetRadius * 0.3f;
shape.radiusThickness = 0.5f;
var velocityOverLifetime = auroraSystem.velocityOverLifetime;
velocityOverLifetime.enabled = true;
velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(0f);
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(2f);
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(0f);
velocityOverLifetime.orbitalX = new ParticleSystem.MinMaxCurve(0f);
velocityOverLifetime.orbitalY = new ParticleSystem.MinMaxCurve(4f);
velocityOverLifetime.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
var colorOverLifetime = auroraSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.1f, 1f, 0.5f), 0f),
new GradientColorKey(new Color(0.0f, 0.8f, 1f), 0.5f),
new GradientColorKey(new Color(0.2f, 0.4f, 1f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0.8f, 0f),
new GradientAlphaKey(0.4f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = auroraSystem.noise;
noise.enabled = true;
noise.strength = 0.4f;
noise.frequency = 0.8f;
noise.scrollSpeed = 0.5f;
var renderer = auroraSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 5f;
if (auroraMaterial != null)
renderer.material = auroraMaterial;
auroraSystem.Play();
auroraGlow = new GameObject("AuroraGlow");
auroraGlow.transform.parent = null;
auroraGlow.transform.position = auroraPos;
Light glow = auroraGlow.AddComponent<Light>();
glow.type = LightType.Point;
glow.color = new Color(0.1f, 1f, 0.5f);
glow.intensity = 0f;
glow.range = planetRadius * 2f;
}
void UpdateTail()
{
if (tailSystem == null) return;
var emission = tailSystem.emission;
if (thermosphereLevel >= 1f)
{
emission.rateOverTime = 0f;
return;
}
float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
emission.rateOverTime = Mathf.Lerp(0f, 500f, t);
var main = tailSystem.main;
main.startSpeed = new ParticleSystem.MinMaxCurve(
Mathf.Lerp(3f, 15f, t),
Mathf.Lerp(8f, 30f, t)
);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.6f, 0.8f, 1f, Mathf.Lerp(0.1f, 0.6f, t)),
new Color(0.4f, 0.6f, 1f, Mathf.Lerp(0.05f, 0.3f, t))
);
}
void UpdateSolarWind()
{
if (solarWindSystem == null) return;
var emission = solarWindSystem.emission;
if (thermosphereLevel >= 1f)
{
emission.rateOverTime = 0f;
return;
}
float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
emission.rateOverTime = Mathf.Lerp(0f, 800f, t);
var main = solarWindSystem.main;
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.7f, 0.1f, Mathf.Lerp(0.3f, 1f, t)),
new Color(1f, 0.5f, 0.0f, Mathf.Lerp(0.2f, 0.8f, t))
);
}
void UpdateAurora()
{
if (auroraSystem == null) return;
var emission = auroraSystem.emission;
if (thermosphereLevel >= 0.7f)
{
emission.rateOverTime = Mathf.Lerp(0f, 20f, Mathf.InverseLerp(1f, 0.7f, thermosphereLevel));
}
else if (thermosphereLevel >= 0.3f)
{
emission.rateOverTime = Mathf.Lerp(20f, 60f, Mathf.InverseLerp(0.7f, 0.3f, thermosphereLevel));
}
else
{
emission.rateOverTime = 0f;
if (auroraGlow != null)
auroraGlow.GetComponent<Light>().intensity = 0f;
return;
}
if (auroraGlow != null)
auroraGlow.GetComponent<Light>().intensity =
Mathf.Lerp(0f, 0.5f, Mathf.InverseLerp(1f, 0.3f, thermosphereLevel));
}
public void CleanUp()
{
if (tailSystem != null) Destroy(tailSystem.gameObject);
if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
if (auroraSystem != null) Destroy(auroraSystem.gameObject);
if (auroraGlow != null) Destroy(auroraGlow);
tailSystem = null;
solarWindSystem = null;
auroraSystem = null;
auroraGlow = null;
enabled = false;
}
}