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

354 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MercuryEffects : MonoBehaviour
{
[Header("Ìåòåîðèòè")]
public GameObject[] asteroidPrefabs;
public GameObject explosionPrefab;
public Material craterMaterial;
public float spawnRadius = 80f;
public float planetRadius = 4.879f;
public float spawnInterval = 2f;
public Transform mercuryTransform;
[Header("Ñîíÿ÷íèé â³òåð")]
public Transform sunTransform;
public Material solarWindMaterial;
[Header("Íàòð³ºâå ñâ³ò³ííÿ")]
public Material sodiumGlowMaterial;
[Range(0f, 1f)]
public float exosphereLevel = 1f;
private float spawnTimer = 0f;
private List<GameObject> craters = new List<GameObject>();
private ParticleSystem sodiumGlowSystem;
private ParticleSystem solarWindSystem;
public float previousLevel = 1f;
public ParticleSystem SodiumGlowSystem => sodiumGlowSystem;
public ParticleSystem SolarWindSystem => solarWindSystem;
void Awake()
{
enabled = false;
}
public void InitState()
{
foreach (GameObject crater in craters)
if (crater != null) Destroy(crater);
craters.Clear();
if (solarWindSystem != null) Destroy(solarWindSystem.gameObject);
if (sodiumGlowSystem != null) Destroy(sodiumGlowSystem.gameObject);
solarWindSystem = null;
sodiumGlowSystem = null;
exosphereLevel = 1f;
previousLevel = 1f;
spawnTimer = 0f;
CreateSodiumGlow();
CreateSolarWind();
}
void CreateSodiumGlow()
{
GameObject obj = new GameObject("SodiumGlow");
obj.transform.parent = null;
obj.transform.position = this.transform.position;
obj.transform.localScale = Vector3.one * 2f;
sodiumGlowSystem = obj.AddComponent<ParticleSystem>();
var main = sodiumGlowSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 10000;
main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f);
main.startSpeed = new ParticleSystem.MinMaxCurve(1f, 3f);
main.startSize = new ParticleSystem.MinMaxCurve(0.3f, 0.8f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.9f, 0.2f, 0.8f),
new Color(1f, 0.7f, 0.1f, 0.5f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = sodiumGlowSystem.emission;
emission.rateOverTime = 300f;
var shape = sodiumGlowSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius * 1.2f;
shape.radiusThickness = 0.2f;
var colorOverLifetime = sodiumGlowSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(1f, 0.9f, 0.2f), 0f),
new GradientColorKey(new Color(1f, 0.7f, 0.1f), 0.5f),
new GradientColorKey(new Color(1f, 0.5f, 0.0f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.8f, 0.2f),
new GradientAlphaKey(0.5f, 0.7f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = sodiumGlowSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 5f;
if (sodiumGlowMaterial != null)
renderer.material = sodiumGlowMaterial;
sodiumGlowSystem.Play();
}
void CreateSolarWind()
{
GameObject obj = new GameObject("SolarWind");
obj.transform.parent = null;
obj.transform.position = this.transform.position;
obj.transform.localScale = Vector3.one * 3f;
solarWindSystem = obj.AddComponent<ParticleSystem>();
var main = solarWindSystem.main;
main.loop = true;
main.playOnAwake = false;
main.maxParticles = 20000;
main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 4f);
main.startSpeed = new ParticleSystem.MinMaxCurve(20f, 40f);
main.startSize = new ParticleSystem.MinMaxCurve(0.2f, 0.6f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.6f, 0.1f, 1f),
new Color(1f, 0.8f, 0.3f, 0.7f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = solarWindSystem.emission;
emission.rateOverTime = 0f;
var shape = solarWindSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Cone;
shape.angle = 20f;
shape.radius = 15f;
var colorOverLifetime = solarWindSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(1f, 0.8f, 0.3f), 0f),
new GradientColorKey(new Color(1f, 0.4f, 0.1f), 0.5f),
new GradientColorKey(new Color(0.8f, 0.2f, 0.0f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(0.5f, 0.7f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = solarWindSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 3f;
if (solarWindMaterial != null)
renderer.material = solarWindMaterial;
}
void Update()
{
if (!Application.isPlaying) return;
if (exosphereLevel >= 1f && previousLevel < 1f)
InitState();
previousLevel = exosphereLevel;
UpdateMercuryDeath();
UpdateSodiumGlow();
UpdateSolarWind();
UpdateMeteorSpawn();
}
void UpdateMercuryDeath()
{
if (mercuryTransform == null) return;
MercuryDeath md = mercuryTransform.GetComponent<MercuryDeath>();
if (md == null) md = mercuryTransform.GetComponentInChildren<MercuryDeath>();
if (md != null) md.exosphereLevel = exosphereLevel;
}
void UpdateSodiumGlow()
{
if (sodiumGlowSystem == null) return;
var emission = sodiumGlowSystem.emission;
if (exosphereLevel >= 1f)
emission.rateOverTime = 300f;
else if (exosphereLevel >= 0.7f)
{
float t = Mathf.InverseLerp(1f, 0.7f, exosphereLevel);
emission.rateOverTime = Mathf.Lerp(300f, 150f, t);
}
else if (exosphereLevel >= 0.5f)
{
float t = Mathf.InverseLerp(0.7f, 0.5f, exosphereLevel);
emission.rateOverTime = Mathf.Lerp(150f, 50f, t);
}
else if (exosphereLevel >= 0.3f)
{
float t = Mathf.InverseLerp(0.5f, 0.3f, exosphereLevel);
emission.rateOverTime = Mathf.Lerp(50f, 10f, t);
}
else
emission.rateOverTime = 0f;
var main = sodiumGlowSystem.main;
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.9f, 0.2f, exosphereLevel * 0.8f),
new Color(1f, 0.7f, 0.1f, exosphereLevel * 0.5f)
);
}
void UpdateSolarWind()
{
if (solarWindSystem == null) return;
if (sunTransform == null) return;
Vector3 sunDir = (this.transform.position - sunTransform.position).normalized;
solarWindSystem.transform.position = sunTransform.position + sunDir * 50f;
solarWindSystem.transform.rotation = Quaternion.LookRotation(sunDir);
var emission = solarWindSystem.emission;
if (exosphereLevel <= 0.5f)
{
float t = Mathf.InverseLerp(0.5f, 0f, exosphereLevel);
emission.rateOverTime = Mathf.Lerp(0f, 2000f, t);
if (!solarWindSystem.isPlaying)
solarWindSystem.Play();
}
else
emission.rateOverTime = 0f;
}
void UpdateMeteorSpawn()
{
if (exosphereLevel >= 1f) return;
if (exosphereLevel <= 0f) return;
spawnTimer += Time.deltaTime;
float adjustedInterval;
if (exosphereLevel >= 0.7f)
adjustedInterval = spawnInterval;
else if (exosphereLevel >= 0.5f)
adjustedInterval = spawnInterval * 0.6f;
else if (exosphereLevel >= 0.3f)
adjustedInterval = spawnInterval * 0.3f;
else
adjustedInterval = 0.3f;
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 = mercuryTransform != null ? mercuryTransform.position : 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);
}
}