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

265 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NeptuneThermosphereEffects : MonoBehaviour
{
[Header("Íàëàøòóâàííÿ")]
public Material auroraMaterial;
public float planetRadius = 58f;
[Range(0f, 1f)]
public float thermosphereLevel = 1f;
public float previousLevel = 1f;
private ParticleSystem _auroraNorth;
private ParticleSystem _auroraSouth;
private ParticleSystem _ionizationSystem;
private Light _auroraGlowNorth;
private Light _auroraGlowSouth;
void Awake() { enabled = false; }
public void InitState()
{
if (_auroraNorth != null) Destroy(_auroraNorth.gameObject);
if (_auroraSouth != null) Destroy(_auroraSouth.gameObject);
if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject);
if (_auroraGlowNorth != null) Destroy(_auroraGlowNorth.gameObject);
if (_auroraGlowSouth != null) Destroy(_auroraGlowSouth.gameObject);
_auroraNorth = null;
_auroraSouth = null;
_ionizationSystem = null;
_auroraGlowNorth = null;
_auroraGlowSouth = null;
thermosphereLevel = 1f;
previousLevel = 1f;
CreateAurora();
CreateIonization();
}
void CreateAurora()
{
float r = planetRadius * transform.lossyScale.x;
_auroraNorth = CreateAuroraSystem("NeptuneAuroraNorth", r, Vector3.up);
_auroraSouth = CreateAuroraSystem("NeptuneAuroraSouth", r, Vector3.down);
GameObject glowN = new GameObject("NeptuneAuroraGlowNorth");
glowN.transform.position = transform.position + Vector3.up * r * 1.1f;
_auroraGlowNorth = glowN.AddComponent<Light>();
_auroraGlowNorth.type = LightType.Point;
_auroraGlowNorth.color = new Color(0.2f, 0.5f, 1f);
_auroraGlowNorth.intensity = 80f;
_auroraGlowNorth.range = r * 5f;
GameObject glowS = new GameObject("NeptuneAuroraGlowSouth");
glowS.transform.position = transform.position + Vector3.down * r * 1.1f;
_auroraGlowSouth = glowS.AddComponent<Light>();
_auroraGlowSouth.type = LightType.Point;
_auroraGlowSouth.color = new Color(0.5f, 0.2f, 1f);
_auroraGlowSouth.intensity = 80f;
_auroraGlowSouth.range = r * 5f;
}
ParticleSystem CreateAuroraSystem(string name, float r, Vector3 poleDir)
{
GameObject obj = new GameObject(name);
obj.transform.parent = null;
obj.transform.position = transform.position + poleDir * r * 0.85f;
obj.transform.up = poleDir;
ParticleSystem ps = obj.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 8000;
main.startLifetime = new ParticleSystem.MinMaxCurve(2f, 5f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(r * 0.02f, r * 0.06f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.1f, 0.4f, 1f, 1f),
new Color(0.5f, 0.2f, 1f, 0.8f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = ps.emission;
emission.rateOverTime = 400f;
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Donut;
shape.radius = r * 0.35f;
shape.donutRadius = r * 0.06f;
shape.radiusThickness = 1f;
shape.arc = 360f;
var vel = ps.velocityOverLifetime;
vel.enabled = true;
vel.space = ParticleSystemSimulationSpace.Local;
vel.x = new ParticleSystem.MinMaxCurve(0f);
vel.y = new ParticleSystem.MinMaxCurve(r * 0.012f);
vel.z = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalY = new ParticleSystem.MinMaxCurve(0f);
vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
var sizeOverLifetime = ps.sizeOverLifetime;
sizeOverLifetime.enabled = true;
AnimationCurve sizeCurve = new AnimationCurve(
new Keyframe(0f, 0.2f),
new Keyframe(0.15f, 1f),
new Keyframe(0.7f, 0.8f),
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(0.1f, 0.4f, 1f), 0f),
new GradientColorKey(new Color(0.3f, 0.7f, 1f), 0.3f),
new GradientColorKey(new Color(0.6f, 0.2f, 1f), 0.7f),
new GradientColorKey(new Color(0.2f, 0.5f, 1f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(1f, 0.1f),
new GradientAlphaKey(0.8f, 0.7f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var noise = ps.noise;
noise.enabled = true;
noise.strength = 2f;
noise.frequency = 0.25f;
noise.scrollSpeed = 0.4f;
noise.octaveCount = 2;
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 5f;
if (auroraMaterial != null) renderer.material = auroraMaterial;
ps.Play();
return ps;
}
void CreateIonization()
{
float r = planetRadius * transform.lossyScale.x;
GameObject obj = new GameObject("NeptuneIonization");
obj.transform.parent = null;
obj.transform.position = transform.position;
_ionizationSystem = obj.AddComponent<ParticleSystem>();
var main = _ionizationSystem.main;
main.loop = true;
main.playOnAwake = true;
main.maxParticles = 6000;
main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f);
main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
main.startSize = new ParticleSystem.MinMaxCurve(r * 0.005f, r * 0.012f);
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(0.2f, 0.5f, 1f, 0.8f),
new Color(0.5f, 0.2f, 0.9f, 0.5f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.gravityModifier = 0f;
var emission = _ionizationSystem.emission;
emission.rateOverTime = 600f;
var shape = _ionizationSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = r * 1.2f;
shape.radiusThickness = 0.03f;
var vel = _ionizationSystem.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 = _ionizationSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(0.2f, 0.5f, 1f), 0f),
new GradientColorKey(new Color(0.5f, 0.2f, 0.9f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0f, 0f),
new GradientAlphaKey(0.8f, 0.1f),
new GradientAlphaKey(0.5f, 0.7f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var renderer = _ionizationSystem.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.sortingFudge = 3f;
if (auroraMaterial != null) renderer.material = auroraMaterial;
_ionizationSystem.Play();
}
void UpdateAurora()
{
float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
if (_auroraNorth != null) { var e = _auroraNorth.emission; e.rateOverTime = thermosphereLevel <= 0f ? 0f : Mathf.Lerp(400f, 0f, t); }
if (_auroraSouth != null) { var e = _auroraSouth.emission; e.rateOverTime = thermosphereLevel <= 0f ? 0f : Mathf.Lerp(400f, 0f, t); }
if (_auroraGlowNorth != null) _auroraGlowNorth.intensity = thermosphereLevel <= 0f ? 0f : Mathf.Lerp(80f, 0f, t);
if (_auroraGlowSouth != null) _auroraGlowSouth.intensity = thermosphereLevel <= 0f ? 0f : Mathf.Lerp(80f, 0f, t);
}
void UpdateIonization()
{
if (_ionizationSystem == null) return;
var e = _ionizationSystem.emission;
if (thermosphereLevel <= 0f) { e.rateOverTime = 0f; return; }
float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
e.rateOverTime = Mathf.Lerp(600f, 3000f, t);
}
void Update()
{
if (!Application.isPlaying) return;
if (thermosphereLevel >= 1f && previousLevel < 1f) InitState();
previousLevel = thermosphereLevel;
UpdateAurora();
UpdateIonization();
}
public void CleanUp()
{
if (_auroraNorth != null) Destroy(_auroraNorth.gameObject);
if (_auroraSouth != null) Destroy(_auroraSouth.gameObject);
if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject);
if (_auroraGlowNorth != null) Destroy(_auroraGlowNorth.gameObject);
if (_auroraGlowSouth != null) Destroy(_auroraGlowSouth.gameObject);
_auroraNorth = null;
_auroraSouth = null;
_ionizationSystem = null;
_auroraGlowNorth = null;
_auroraGlowSouth = null;
enabled = false;
}
}