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

146 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MesosphereEffects : MonoBehaviour
{
[Header("Àñòåðî¿äè")]
public GameObject[] asteroidPrefabs;
public GameObject explosionPrefab;
public GameObject firePrefab;
public Material craterMaterial;
[Header("Íàëàøòóâàííÿ")]
public float planetRadius = 6.371f;
public float spawnRadius = 60f;
public float mesosphereRadius = 10f;
[Range(0f, 1f)]
public float mesosphereLevel = 1f;
[Header("×àñòîòà")]
public float spawnInterval = 3f;
public Transform earthTransform;
private float spawnTimer = 0f;
private List<GameObject> craters = new List<GameObject>();
void Update()
{
if (!Application.isPlaying) return;
spawnTimer += Time.deltaTime;
float adjustedInterval = Mathf.Lerp(0.5f, spawnInterval, mesosphereLevel);
if (spawnTimer >= adjustedInterval)
{
spawnTimer = 0f;
SpawnAsteroid();
}
}
void Awake()
{
enabled = false;
}
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(0.3f, 0.8f);
StartCoroutine(MoveAsteroid(asteroid, spawnPos, flyDir));
}
IEnumerator MoveAsteroid(GameObject asteroid, Vector3 from, Vector3 flyDir)
{
float speed = Random.Range(3f, 6f);
bool passedMesosphere = false;
while (asteroid != null)
{
asteroid.transform.position += flyDir * speed * Time.deltaTime;
asteroid.transform.Rotate(Vector3.one * 50f * Time.deltaTime);
float distFromCenter = Vector3.Distance(asteroid.transform.position, transform.position);
if (!passedMesosphere && distFromCenter <= mesosphereRadius)
{
float burnChance = Mathf.Clamp01((mesosphereLevel - 0.3f) / 0.7f);
if (Random.value < burnChance)
{
if (firePrefab != null)
{
GameObject burn = Instantiate(firePrefab, asteroid.transform.position, Quaternion.identity);
burn.transform.localScale = Vector3.one * 0.2f;
Destroy(burn, 3f);
}
Destroy(asteroid);
yield break;
}
passedMesosphere = true;
}
if (distFromCenter <= planetRadius + 0.3f)
{
Vector3 hitPos = transform.position + (-flyDir) * planetRadius;
if (explosionPrefab != null)
{
GameObject exp = Instantiate(explosionPrefab, hitPos, Quaternion.identity);
exp.transform.localScale = Vector3.one * Random.Range(0.3f, 0.6f);
Destroy(exp, 4f);
}
SpawnCrater(hitPos, -flyDir);
Destroy(asteroid);
yield break;
}
if (distFromCenter > spawnRadius * 2f)
{
Destroy(asteroid);
yield break;
}
yield return null;
}
}
void SpawnCrater(Vector3 pos, Vector3 normal)
{
if (craterMaterial == null) return;
Vector3 center = earthTransform != null ? earthTransform.position : transform.position;
Vector3 dirFromCenter = (pos - center).normalized;
Vector3 surfacePos = center + dirFromCenter * planetRadius;
GameObject crater = GameObject.CreatePrimitive(PrimitiveType.Sphere);
crater.name = "Crater";
crater.transform.position = surfacePos;
crater.transform.rotation = Quaternion.FromToRotation(Vector3.up, dirFromCenter);
float size = Random.Range(0.2f, 0.6f);
crater.transform.localScale = new Vector3(size, 0.03f, size);
Destroy(crater.GetComponent<Collider>());
Renderer r = crater.GetComponent<Renderer>();
r.material = craterMaterial;
r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
craters.Add(crater);
}
public void SetMesosphereLevel(float level)
{
mesosphereLevel = level;
}
}