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 | using System.Collections;using System.Collections.Generic;
 using UnityEngine;
 
 public class  : MonoBehaviour
 {
 public class circleParticle
 {
 public float radius = 0.0f;
 public float angle = 0.0f;
 public float time = 0.0f;
 public float originRadius = 0.0f;
 public circleParticle(float radius, float angle, float time)
 {
 this.radius = radius;
 this.angle = angle;
 this.time = time;
 this.originRadius = radius;
 }
 }
 
 public ParticleSystem particleSystem;
 private ParticleSystem.Particle[] particlesArray;
 private circleParticle[] particleAttr;
 public int particleSum = 10000;
 public float minRadius = 5.0f;
 public float maxRadius = 10.0f;
 public int Part = 2;
 public float minSpeed = 0.09f;
 public float maxSpeed = 0.12f;
 public float speedLevelSum = 9;
 public float driftRange = 0.03f;
 public int mouseInRingTime;
 public int mouseInRingTimeLimit;
 
 public Gradient colorGradient;
 
 void Start()
 {
 particleAttr = new circleParticle[particleSum];
 particlesArray = new ParticleSystem.Particle[particleSum];
 particleSystem.maxParticles = particleSum;
 particleSystem.Emit(particleSum);
 particleSystem.GetParticles(particlesArray);
 
 
 GradientAlphaKey[] alphaKeys = new GradientAlphaKey[5];
 alphaKeys[0].time = 0.0f; alphaKeys[0].alpha = 1.0f;
 alphaKeys[1].time = 0.4f; alphaKeys[1].alpha = 0.4f;
 alphaKeys[2].time = 0.6f; alphaKeys[2].alpha = 1.0f;
 alphaKeys[3].time = 0.9f; alphaKeys[3].alpha = 0.4f;
 alphaKeys[4].time = 1.0f; alphaKeys[4].alpha = 0.9f;
 GradientColorKey[] colorKeys = new GradientColorKey[2];
 colorKeys[0].time = 0.0f; colorKeys[0].color = Color.white;
 colorKeys[1].time = 1.0f; colorKeys[1].color = Color.white;
 colorGradient.SetKeys(colorKeys, alphaKeys);
 
 mouseInRingTime = 0;
 mouseInRingTimeLimit = 30;
 
 for (int i = 0; i < particleSum; i++)
 {
 
 float randomAngle = Random.Range(0.0f, 360.0f);
 
 
 float midRadius = (maxRadius + minRadius) / 2;
 float minRate = Random.Range(1.0f, midRadius / minRadius);
 float maxRate = Random.Range(midRadius / maxRadius, 1.0f);
 float randomRadius = Random.Range(minRadius * minRate, maxRadius * maxRate);
 
 
 float randomTime = Random.Range (0, 10f);
 
 
 particleAttr[i] = new circleParticle(randomRadius, randomAngle, randomTime);
 particlesArray[i].position = new Vector3(randomRadius * Mathf.Cos(randomAngle), randomRadius * Mathf.Sin(randomAngle), 0.0f);
 }
 
 particleSystem.SetParticles(particlesArray, particleSum);
 }
 
 
 void Update()
 {
 
 float mouseToCenter = Mathf.Sqrt (Mathf.Pow((Input.mousePosition.x - Screen.width / 2), 2f) + Mathf.Pow((Input.mousePosition.y - Screen.height / 2), 2f));
 
 bool mouseInRing = false;
 
 if (mouseToCenter < Screen.height / 4) {
 mouseInRing = true;
 if (mouseInRingTime <= mouseInRingTimeLimit) {
 mouseInRingTime++;
 }
 } else {
 mouseInRing = false;
 if (mouseInRingTime > 0)
 mouseInRingTime--;
 }
 
 
 for (int i = 0; i < particleSum; i++)
 {
 
 float speed = (i % Part == 0) ? Random.Range(minSpeed, maxSpeed) : - 2 * Random.Range(minSpeed, maxSpeed);
 
 float weightedSpeed = (i % speedLevelSum + 1) * speed;
 
 
 particleAttr[i].angle += Mathf.Sqrt(2 * particleAttr [i].radius / maxRadius) * weightedSpeed;
 particleAttr[i].angle = particleAttr[i].angle % 360;
 float radian = particleAttr[i].angle / 180 * Mathf.PI;
 
 particleAttr [i].time += Time.deltaTime;
 particleAttr [i].radius += Mathf.PingPong(particleAttr [i].time / minRadius / maxRadius, driftRange) - driftRange / 2.0f;
 
 
 if (mouseInRingTime == 0) {
 particleAttr [i].originRadius = particleAttr[i].radius;
 }
 
 
 if (mouseInRing)
 {
 particleAttr[i].angle -= 1 / 3 * Mathf.Sqrt(2 * particleAttr [i].radius / maxRadius) * weightedSpeed;
 particleAttr[i].angle = particleAttr[i].angle % 360;
 radian = particleAttr[i].angle / 180 * Mathf.PI;
 if (mouseInRingTime < mouseInRingTimeLimit) {
 particleAttr [i].radius = minRadius + (particleAttr [i].radius - minRadius) * (particleAttr [i].radius / maxRadius);
 }
 }
 
 if (!mouseInRing && mouseInRingTime > 0)
 {
 particleAttr[i].angle += mouseInRingTime / 5 * Mathf.Sqrt(2 * particleAttr [i].radius / maxRadius) * weightedSpeed;
 particleAttr[i].angle = particleAttr[i].angle % 360;
 radian = particleAttr[i].angle / 180 * Mathf.PI;
 
 particleAttr [i].radius += (particleAttr [i].originRadius - particleAttr [i].radius) / Mathf.Sqrt(mouseInRingTime) * (particleAttr [i].radius / maxRadius);
 }
 
 
 particlesArray[i].position = new Vector3(particleAttr [i].radius * Mathf.Cos(radian), particleAttr [i].radius * Mathf.Sin(radian), 0f);
 
 particlesArray[i].color = colorGradient.Evaluate(particleAttr[i].angle / 360.0f);
 }
 particleSystem.SetParticles(particlesArray, particleSum);
 }
 }
 
 |