248 lines
8.0 KiB
C#
248 lines
8.0 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 SaturnThermosphereEffects : MonoBehaviour
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{
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[Header("Íàëàøòóâàííÿ")]
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public Material ringRainMaterial;
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public Material solarWindMaterial;
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public float planetRadius = 58f;
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[Range(0f, 1f)]
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public float thermosphereLevel = 1f;
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public float previousLevel = 1f;
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private ParticleSystem _ionizationSystem;
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private ParticleSystem _ringRainSystem;
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void Awake()
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{
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enabled = false;
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}
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float WorldRadius()
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{
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return planetRadius * transform.lossyScale.x;
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}
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public void InitState()
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{
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if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject);
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if (_ringRainSystem != null) Destroy(_ringRainSystem.gameObject);
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_ionizationSystem = null;
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_ringRainSystem = null;
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thermosphereLevel = 1f;
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previousLevel = 1f;
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CreateIonization();
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CreateRingRain();
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}
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void CreateIonization()
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{
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float r = WorldRadius();
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GameObject obj = new GameObject("SaturnIonization");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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_ionizationSystem = obj.AddComponent<ParticleSystem>();
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var main = _ionizationSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 30000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 9f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(0f, 0f);
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main.startSize = new ParticleSystem.MinMaxCurve(r * 0.02f, r * 0.06f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.5f, 0.8f, 1f, 1f),
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new Color(0.8f, 0.5f, 1f, 0.8f)
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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 = _ionizationSystem.emission;
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emission.rateOverTime = 1500f;
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var shape = _ionizationSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = r * 1.18f;
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shape.radiusThickness = 0.04f;
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var vel = _ionizationSystem.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(2.5f);
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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 = _ionizationSystem.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(0.5f, 0.8f, 1f), 0f),
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new GradientColorKey(new Color(0.7f, 0.5f, 1f), 0.5f),
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new GradientColorKey(new Color(1f, 0.3f, 0.8f), 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(1f, 0.1f),
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new GradientAlphaKey(0.8f, 0.7f),
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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 = _ionizationSystem.noise;
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noise.enabled = true;
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noise.strength = 2f;
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noise.frequency = 0.15f;
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noise.scrollSpeed = 0.3f;
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var renderer = _ionizationSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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renderer.sortingFudge = 3f;
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if (solarWindMaterial != null)
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renderer.material = solarWindMaterial;
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_ionizationSystem.Play();
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}
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void CreateRingRain()
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{
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float r = WorldRadius();
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GameObject obj = new GameObject("SaturnRingRain");
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obj.transform.parent = null;
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obj.transform.position = transform.position;
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obj.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
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_ringRainSystem = obj.AddComponent<ParticleSystem>();
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var main = _ringRainSystem.main;
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main.loop = true;
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main.playOnAwake = true;
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main.maxParticles = 30000;
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main.startLifetime = new ParticleSystem.MinMaxCurve(4f, 8f);
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main.startSpeed = new ParticleSystem.MinMaxCurve(r * 0.01f, r * 0.02f);
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main.startSize = new ParticleSystem.MinMaxCurve(r * 0.004f, r * 0.012f);
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main.startColor = new ParticleSystem.MinMaxGradient(
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new Color(0.6f, 0.9f, 1f, 1f),
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new Color(0.4f, 0.7f, 1f, 0.8f)
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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 = _ringRainSystem.emission;
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emission.rateOverTime = 2000f;
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var shape = _ringRainSystem.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Donut;
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shape.radius = r * 2f;
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shape.donutRadius = r * 0.5f;
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shape.radiusThickness = 1f;
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shape.arc = 360f;
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var vel = _ringRainSystem.velocityOverLifetime;
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vel.enabled = true;
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vel.space = ParticleSystemSimulationSpace.World;
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vel.x = new ParticleSystem.MinMaxCurve(0f);
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vel.y = new ParticleSystem.MinMaxCurve(-(r * 0.015f));
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vel.z = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalX = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalY = new ParticleSystem.MinMaxCurve(0f);
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vel.orbitalZ = new ParticleSystem.MinMaxCurve(0f);
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var colorOverLifetime = _ringRainSystem.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(0.8f, 0.95f, 1f), 0f),
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new GradientColorKey(new Color(0.5f, 0.8f, 1f), 0.4f),
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new GradientColorKey(new Color(0.3f, 0.6f, 0.9f), 1f)
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},
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new GradientAlphaKey[] {
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new GradientAlphaKey(1f, 0f),
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new GradientAlphaKey(0.8f, 0.5f),
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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 = _ringRainSystem.GetComponent<ParticleSystemRenderer>();
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renderer.renderMode = ParticleSystemRenderMode.Stretch;
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renderer.velocityScale = 0.15f;
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renderer.lengthScale = 4f;
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renderer.sortingFudge = 4f;
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if (ringRainMaterial != null)
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renderer.material = ringRainMaterial;
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else if (solarWindMaterial != null)
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renderer.material = solarWindMaterial;
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_ringRainSystem.Play();
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}
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void UpdateIonization()
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{
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if (_ionizationSystem == null) return;
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var e = _ionizationSystem.emission;
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if (thermosphereLevel <= 0f)
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{
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e.rateOverTime = 0f;
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return;
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}
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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e.rateOverTime = Mathf.Lerp(1500f, 4000f, t);
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}
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void UpdateRingRain()
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{
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if (_ringRainSystem == null) return;
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var e = _ringRainSystem.emission;
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if (thermosphereLevel <= 0f)
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{
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e.rateOverTime = 0f;
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return;
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}
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float t = Mathf.InverseLerp(1f, 0f, thermosphereLevel);
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e.rateOverTime = Mathf.Lerp(2000f, 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 (thermosphereLevel >= 1f && previousLevel < 1f)
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InitState();
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previousLevel = thermosphereLevel;
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UpdateIonization();
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UpdateRingRain();
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}
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public void CleanUp()
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{
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if (_ionizationSystem != null) Destroy(_ionizationSystem.gameObject);
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if (_ringRainSystem != null) Destroy(_ringRainSystem.gameObject);
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_ionizationSystem = null;
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_ringRainSystem = null;
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enabled = false;
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}
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} |