Rotation of WT on its own axis works now

Co-Authored-By: Masoomeh <145902196+dalarna2022@users.noreply.github.com>
This commit is contained in:
Abdul Mukheem Shaik 2024-05-27 00:05:34 +02:00
parent 8cfc1b16ea
commit 4cc86e0a42
5 changed files with 88 additions and 8 deletions
Assets
SharedSpatialAnchors
Prefabs/Resources
Scripts
ThirdParty/Photon/PhotonUnityNetworking/Resources
Wind_Turbine/Scripts
ProjectSettings

@ -99,6 +99,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
speed: 0
startRotationY: 0
endRotationY: 0
--- !u!114 &2369382148363411835
MonoBehaviour:
m_ObjectHideFlags: 0
@ -334,12 +336,12 @@ Rigidbody:
m_GameObject: {fileID: 382264866490105690}
serializedVersion: 2
m_Mass: 100
m_Drag: 10
m_AngularDrag: 10
m_Drag: 1
m_AngularDrag: 1
m_UseGravity: 0
m_IsKinematic: 0
m_Interpolate: 0
m_Constraints: 126
m_Constraints: 94
m_CollisionDetection: 0
--- !u!114 &4423142984711990833
MonoBehaviour:
@ -536,12 +538,37 @@ PrefabInstance:
propertyPath: m_Name
value: map_logo
objectReference: {fileID: 0}
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propertyPath: m_TagString
value: map
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@ -44,7 +44,7 @@ public class API : MonoBehaviour
public TextMeshProUGUI loc;
public TextMeshProUGUI windSpeedValue;
private float LatestT;
private float latestWD;
public float latestWD = 0.0f;
public float latestWS;
private String windDirectionInDirectionTerms;
private string unit;
@ -54,7 +54,7 @@ public class API : MonoBehaviour
PhotonView photonView;
private GameObject avatar;
private AudioController audioControllerScript;
public bool turn_WT_on_Y_Axis = false;
void Start()
{
@ -151,6 +151,7 @@ public void ExtractDataFromJson(string json)
windDirectionInDirectionTerms = GetWindDirection(latestWD);
//windDirValue.SetText(latestWD.ToString());
webSocketControllerScript.ws.Send(latestWD.ToString()+":take input");
Debug.Log(latestWD.ToString()+" - Degrees sent to ESP");
}
if (point.name == "t")
{
@ -176,6 +177,7 @@ public void ExtractDataFromJson(string json)
temperatureValue.SetText(locationTemperature);
loc.SetText(location);
windSpeedValue.SetText(windSpeed);
turn_WT_on_Y_Axis = true; // flag set to true so that WT can rotate on it's Y axis.
}
[PunRPC]
public void RPC_VoltageUpdate(String voltageGenerated)

@ -55,6 +55,7 @@ MonoBehaviour:
- RPC_WT_Turn
- RPC_startAudioNarration1
- RPC_startAudioNarration2
- RPC_WT_TurnOnIts_Y_Axis
DisableAutoOpenWizard: 1
ShowSettings: 1
DevRegionSetOnce: 1

@ -10,6 +10,12 @@ public class Windturbine : MonoBehaviour
private API apiScript;
private GameObject GUIdataGameObject;
PhotonView photonView;
public float startRotationY = 0f;
public float endRotationY;
// Start is called before the first frame update
void Start()
{
@ -17,23 +23,66 @@ public class Windturbine : MonoBehaviour
speed = Random.Range(75.0f, 86.0f);
GUIdataGameObject = GameObject.FindGameObjectWithTag("GUIData");
apiScript = GUIdataGameObject.GetComponent<API>();
//THis condition is to detach the map with the Wind turbine after Instantiating. This helps the map stick to the ground when the turbine rotates.
GameObject.FindGameObjectWithTag("map").transform.SetParent(null); ;
}
// Update is called once per frame
void Update()
{
photonView = PhotonView.Get(this);
photonView.RPC("RPC_WT_Turn", RpcTarget.All);
if(apiScript.turn_WT_on_Y_Axis)
{
WT_TurnOnIts_Y_Axis();
apiScript.turn_WT_on_Y_Axis = false;
}
}
// Method to turn the 'Turbine blades' as per the SPEED of wind that is fetched from API
[PunRPC]
public void RPC_WT_Turn()
{
Debug.Log("WIND SPEED FROM API SCRIPT:" + apiScript.latestWS);
transform.localEulerAngles = new Vector3(0.0f, 0.0f, angle);
angle += Time.deltaTime * (apiScript.latestWS * 10);
angle += Time.deltaTime * (apiScript.latestWS * 10); // as the value we are fetching could not turn the blades completely, Multiplying the value we are fetching from API by 10.
}
public void WT_TurnOnIts_Y_Axis()
{
photonView = PhotonView.Get(this);
photonView.RPC("RPC_WT_TurnOnIts_Y_Axis", RpcTarget.All);
}
[PunRPC]
public void RPC_WT_TurnOnIts_Y_Axis()
{
Debug.Log("Rotate On it's Y-Axis");
endRotationY = apiScript.latestWD;
StartCoroutine(RotateObject(startRotationY, endRotationY, 3.5f));
}
// Method to turn the 'Turbine' on its Y axis as per the DIRECTION of wind that is fetched from API
IEnumerator RotateObject(float startAngle, float endAngle, float duration)
{
yield return new WaitForSeconds(2f);
float timeElapsed = 0f;
Quaternion startRotation = Quaternion.Euler(0, startAngle, 0);
Quaternion endRotation = Quaternion.Euler(0, endAngle, 0);
while (timeElapsed < duration)
{
transform.parent.gameObject.transform.rotation = Quaternion.Lerp(startRotation, endRotation, timeElapsed / duration);
timeElapsed += Time.deltaTime;
yield return null;
}
// Ensure the rotation exactly matches the end rotation at the end
transform.parent.gameObject.transform.rotation = endRotation;
}
}

@ -8,6 +8,7 @@ TagManager:
- WindTurbine
- GUIData
- Avatar
- map
layers:
- Default
- TransparentFX