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

181 lines
5.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VenusExosphereEffects : MonoBehaviour
{
[Header("Âèò³êàííÿ àòìîñôåðè")]
public Material leakMaterial;
public float planetRadius = 32.05f;
[Range(0f, 1f)]
public float exosphereLevel = 1f;
private ParticleSystem leakSystem;
private bool deadApplied = false;
void Awake()
{
enabled = false;
}
public void InitState()
{
exosphereLevel = 1f;
deadApplied = false;
if (leakSystem == null)
CreateLeakEffect();
if (leakSystem != null)
{
leakSystem.gameObject.SetActive(true);
leakSystem.Stop();
var emission = leakSystem.emission;
emission.rateOverTime = 0f;
}
}
void CreateLeakEffect()
{
GameObject obj = new GameObject("VenusAtmosphericLeak");
obj.transform.parent = null;
obj.transform.position = transform.position;
leakSystem = obj.AddComponent<ParticleSystem>();
var main = leakSystem.main;
main.loop = true;
main.playOnAwake = false;
main.maxParticles = 50000;
main.startLifetime = new ParticleSystem.MinMaxCurve(8f, 15f);
main.startSpeed = new ParticleSystem.MinMaxCurve(10f, 30f);
main.startSize = new ParticleSystem.MinMaxCurve(1.2f, 1.8f);
main.gravityModifier = 0f;
main.startColor = new ParticleSystem.MinMaxGradient(
new Color(1f, 0.7f, 0.1f, 1f),
new Color(0.9f, 0.5f, 0.05f, 0.9f)
);
main.simulationSpace = ParticleSystemSimulationSpace.World;
var emission = leakSystem.emission;
emission.rateOverTime = 0f;
var shape = leakSystem.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = planetRadius;
shape.radiusThickness = 0f;
var velocityOverLifetime = leakSystem.velocityOverLifetime;
velocityOverLifetime.enabled = true;
velocityOverLifetime.radial = new ParticleSystem.MinMaxCurve(15f);
velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
var colorOverLifetime = leakSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(new Color(1f, 0.8f, 0.2f), 0f),
new GradientColorKey(new Color(0.9f, 0.5f, 0.1f), 0.5f),
new GradientColorKey(new Color(0.6f, 0.2f, 0.0f), 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(0.6f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
var sizeOverLifetime = leakSystem.sizeOverLifetime;
sizeOverLifetime.enabled = true;
AnimationCurve sizeCurve = new AnimationCurve();
sizeCurve.AddKey(0f, 0f);
sizeCurve.AddKey(0.1f, 1f);
sizeCurve.AddKey(0.8f, 0.8f);
sizeCurve.AddKey(1f, 0f);
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
var psRenderer = leakSystem.GetComponent<ParticleSystemRenderer>();
psRenderer.renderMode = ParticleSystemRenderMode.Billboard;
psRenderer.sortingFudge = 5f;
if (leakMaterial != null)
psRenderer.material = leakMaterial;
}
void UpdateLeak()
{
if (leakSystem == null) return;
if (exosphereLevel > 0f && deadApplied)
deadApplied = false;
var emission = leakSystem.emission;
if (exosphereLevel <= 0f)
{
emission.rateOverTime = 0f;
leakSystem.Stop();
ApplyDeadState();
return;
}
leakSystem.gameObject.SetActive(true);
if (exosphereLevel <= 0.7f)
{
float t = Mathf.InverseLerp(0.7f, 0f, exosphereLevel);
emission.rateOverTime = Mathf.Lerp(100f, 5000f, t);
if (!leakSystem.isPlaying)
leakSystem.Play();
}
else
{
emission.rateOverTime = 0f;
}
}
void ApplyDeadState()
{
if (deadApplied) return;
deadApplied = true;
var venusDeath = GameManager.Instance.GetCurrentPlanet()
.planetTransform?.GetComponent<VenusDeath>();
if (venusDeath != null) venusDeath.ApplyDeadColors();
var atmo = GameManager.Instance.GetCurrentPlanet().atmosphereSystem;
if (atmo == null) return;
var venusAtmo = atmo.GetComponentInChildren<VenusAtmosphereSystem>(true);
if (venusAtmo != null)
{
venusAtmo.SetLayerActive("Layer_Troposphere", false);
venusAtmo.SetLayerActive("Layer_Mesosphere", false);
venusAtmo.SetLayerActive("Layer_Thermosphere", false);
venusAtmo.SetLayerActive("Layer_Exosphere", false);
}
}
void Update()
{
if (!Application.isPlaying) return;
UpdateLeak();
}
public void CleanUp()
{
if (leakSystem != null)
{
var emission = leakSystem.emission;
emission.rateOverTime = 0f;
leakSystem.Stop();
}
deadApplied = false;
enabled = false;
}
}