390 lines
14 KiB
C#
390 lines
14 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SaturnStratosphereEffects : MonoBehaviour
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{
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[Header("Íàëàøòóâàííÿ")]
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public Material fogMaterial;
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public Material cloudMaterial;
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public Material lightningMaterial;
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public float planetRadius = 58f;
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[Range(0f, 1f)]
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public float stratosphereLevel = 1f;
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public float previousLevel = 1f;
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private ParticleSystem fogSystem;
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private List<ParticleSystem> cloudClusters = new List<ParticleSystem>();
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private ParticleSystem chemicalGlowSystem;
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private List<GameObject> lightningObjects = new List<GameObject>();
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private Coroutine lightningCoroutine;
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void Awake()
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{
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enabled = false;
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}
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public void InitState()
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{
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if (fogSystem != null) Destroy(fogSystem.gameObject);
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foreach (var ps in cloudClusters)
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if (ps != null) Destroy(ps.gameObject);
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cloudClusters.Clear();
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if (chemicalGlowSystem != null) Destroy(chemicalGlowSystem.gameObject);
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foreach (var obj in lightningObjects)
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if (obj != null) Destroy(obj);
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lightningObjects.Clear();
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if (lightningCoroutine != null) StopCoroutine(lightningCoroutine);
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fogSystem = null;
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chemicalGlowSystem = null;
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stratosphereLevel = 1f;
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previousLevel = 1f;
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CreateFog();
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CreateClouds();
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CreateChemicalGlow();
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lightningCoroutine = StartCoroutine(SpawnLightning());
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}
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void CreateFog()
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{
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GameObject obj = new GameObject("SaturnFog");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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fogSystem = obj.AddComponent<ParticleSystem>();
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var main = fogSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 4000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 15f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(3f, 8f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.92f, 0.87f, 0.7f, 0.15f),
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new Color(0.85f, 0.8f, 0.62f, 0.08f)
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);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.gravityModifier = 0f;
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var emission = fogSystem.emission;
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emission.rateOverTime = 200f;
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var shape = fogSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 1.12f;
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shape.radiusThickness = 0.08f;
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var vel = fogSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(0.5f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = fogSystem.colorOverLifetime;
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colorOverLifetime.enabled = true;
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Gradient gradient = new Gradient();
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gradient.SetKeys(
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new GradientColorKey[] {
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new GradientColorKey(new Color(0.92f, 0.87f, 0.7f), 0f),
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new GradientColorKey(new Color(0.88f, 0.83f, 0.66f), 0.5f),
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new GradientColorKey(new Color(0.82f, 0.77f, 0.6f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0f, 0f),
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new GradientAlphaKey(0.15f, 0.2f),
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new GradientAlphaKey(0.1f, 0.8f),
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new GradientAlphaKey(0f, 1f)
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}
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);
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colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
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var noise = fogSystem.noise;
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noise.enabled = true;
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noise.strength = 0.3f;
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noise.frequency = 0.1f;
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noise.scrollSpeed = 0.05f;
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var renderer = fogSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 2f;
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if (fogMaterial != null)
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renderer.material = fogMaterial;
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fogSystem.Play();
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}
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void CreateClouds()
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{
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float[] latitudes = { -35f, -12f, 12f, 35f };
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Color[] colors =
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{
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new Color(0.82f, 0.75f, 0.55f),
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new Color(0.88f, 0.82f, 0.62f),
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new Color(0.85f, 0.78f, 0.58f),
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new Color(0.8f, 0.73f, 0.52f)
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};
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for (int i = 0; i < latitudes.Length; i++)
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{
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GameObject obj = new GameObject("SaturnCloud_" + i);
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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ParticleSystem ps = obj.AddComponent<ParticleSystem>();
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var main = ps.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 1500;
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main.startLifetime = new ParticleSystem.MinMaxCurve(6f, 12f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(2f, 5f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(colors[i].r, colors[i].g, colors[i].b, 0.3f),
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new Color(colors[i].r * 0.85f, colors[i].g * 0.85f, colors[i].b * 0.85f, 0.15f)
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);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.gravityModifier = 0f;
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var emission = ps.emission;
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emission.rateOverTime = 60f;
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var shape = ps.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 1.1f;
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shape.radiusThickness = 0.05f;
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shape.arc = 360f;
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shape.rotation = new Vector3(latitudes[i], 0f, 0f);
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var vel = ps.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(i % 2 == 0 ? 1.5f : -1.5f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = ps.colorOverLifetime;
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colorOverLifetime.enabled = true;
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Gradient gradient = new Gradient();
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gradient.SetKeys(
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new GradientColorKey[] {
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new GradientColorKey(colors[i], 0f),
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new GradientColorKey(colors[i] * 0.85f, 0.5f),
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new GradientColorKey(colors[i] * 0.65f, 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0f, 0f),
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new GradientAlphaKey(0.3f, 0.15f),
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new GradientAlphaKey(0.2f, 0.8f),
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new GradientAlphaKey(0f, 1f)
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}
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);
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colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
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var noise = ps.noise;
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noise.enabled = true;
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noise.strength = 0.3f;
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noise.frequency = 0.15f;
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noise.scrollSpeed = 0.08f;
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 3f;
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if (cloudMaterial != null)
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renderer.material = cloudMaterial;
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ps.Play();
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cloudClusters.Add(ps);
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}
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}
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void CreateChemicalGlow()
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{
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GameObject obj = new GameObject("SaturnChemicalGlow");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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chemicalGlowSystem = obj.AddComponent<ParticleSystem>();
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var main = chemicalGlowSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 2000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(5f, 10f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(1f, 3f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.9f, 0.85f, 0.5f, 0.2f),
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new Color(0.8f, 0.75f, 0.4f, 0.1f)
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);
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.gravityModifier = 0f;
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var emission = chemicalGlowSystem.emission;
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emission.rateOverTime = 100f;
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var shape = chemicalGlowSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = planetRadius * 1.08f;
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shape.radiusThickness = 0.03f;
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var vel = chemicalGlowSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(1f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(0f);
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = chemicalGlowSystem.colorOverLifetime;
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colorOverLifetime.enabled = true;
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Gradient gradient = new Gradient();
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gradient.SetKeys(
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new GradientColorKey[] {
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new GradientColorKey(new Color(0.9f, 0.85f, 0.5f), 0f),
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new GradientColorKey(new Color(0.85f, 0.78f, 0.45f), 0.5f),
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new GradientColorKey(new Color(0.75f, 0.68f, 0.35f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(0f, 0f),
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new GradientAlphaKey(0.2f, 0.15f),
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new GradientAlphaKey(0.1f, 0.8f),
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new GradientAlphaKey(0f, 1f)
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}
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);
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colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
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var renderer = chemicalGlowSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 1f;
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if (fogMaterial != null)
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renderer.material = fogMaterial;
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chemicalGlowSystem.Play();
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}
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IEnumerator SpawnLightning()
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{
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while (enabled)
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{
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if (stratosphereLevel < 1f)
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{
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float interval = Mathf.Lerp(0.2f, 2f, stratosphereLevel);
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yield return new WaitForSeconds(interval);
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Vector3 dir = Random.onUnitSphere;
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Vector3 pos = transform.position + dir * planetRadius * 1.05f;
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GameObject lightObj = new GameObject("SaturnLightning");
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lightObj.transform.position = pos;
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Light light = lightObj.AddComponent<Light>();
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light.type = LightType.Point;
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light.color = new Color(0.9f, 0.85f, 0.6f);
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light.intensity = Mathf.Lerp(30f, 150f, 1f - stratosphereLevel);
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light.range = planetRadius * 3f;
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lightningObjects.Add(lightObj);
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yield return new WaitForSeconds(0.1f);
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if (lightObj != null) Destroy(lightObj);
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lightningObjects.Remove(lightObj);
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}
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else
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{
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yield return new WaitForSeconds(0.5f);
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}
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}
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}
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void UpdateFog()
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{
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if (fogSystem == null) return;
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var emission = fogSystem.emission;
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if (stratosphereLevel >= 1f)
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emission.rateOverTime = 200f;
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else if (stratosphereLevel >= 0.7f)
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emission.rateOverTime = Mathf.Lerp(200f, 120f, Mathf.InverseLerp(1f, 0.7f, stratosphereLevel));
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else if (stratosphereLevel >= 0.5f)
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emission.rateOverTime = Mathf.Lerp(120f, 50f, Mathf.InverseLerp(0.7f, 0.5f, stratosphereLevel));
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else if (stratosphereLevel >= 0.3f)
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emission.rateOverTime = Mathf.Lerp(50f, 10f, Mathf.InverseLerp(0.5f, 0.3f, stratosphereLevel));
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else
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emission.rateOverTime = 0f;
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}
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void UpdateClouds()
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{
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foreach (var ps in cloudClusters)
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{
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if (ps == null) continue;
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var emission = ps.emission;
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if (stratosphereLevel >= 1f)
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emission.rateOverTime = 60f;
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else if (stratosphereLevel >= 0.7f)
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emission.rateOverTime = Mathf.Lerp(60f, 35f, Mathf.InverseLerp(1f, 0.7f, stratosphereLevel));
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else if (stratosphereLevel >= 0.5f)
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emission.rateOverTime = Mathf.Lerp(35f, 15f, Mathf.InverseLerp(0.7f, 0.5f, stratosphereLevel));
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else if (stratosphereLevel >= 0.3f)
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emission.rateOverTime = Mathf.Lerp(15f, 5f, Mathf.InverseLerp(0.5f, 0.3f, stratosphereLevel));
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else
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emission.rateOverTime = 0f;
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}
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}
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void UpdateChemicalGlow()
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{
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if (chemicalGlowSystem == null) return;
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var emission = chemicalGlowSystem.emission;
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float t = Mathf.InverseLerp(1f, 0f, stratosphereLevel);
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emission.rateOverTime = Mathf.Lerp(100f, 0f, t);
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}
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void Update()
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{
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if (!Application.isPlaying) return;
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if (stratosphereLevel >= 1f && previousLevel < 1f)
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InitState();
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previousLevel = stratosphereLevel;
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UpdateFog();
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UpdateClouds();
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UpdateChemicalGlow();
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}
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public void CleanUp()
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{
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if (fogSystem != null) Destroy(fogSystem.gameObject);
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foreach (var ps in cloudClusters)
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if (ps != null) Destroy(ps.gameObject);
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cloudClusters.Clear();
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if (chemicalGlowSystem != null) Destroy(chemicalGlowSystem.gameObject);
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foreach (var obj in lightningObjects)
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if (obj != null) Destroy(obj);
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lightningObjects.Clear();
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if (lightningCoroutine != null) StopCoroutine(lightningCoroutine);
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fogSystem = null;
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chemicalGlowSystem = null;
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enabled = false;
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}
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} |