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RPC for a variable to see if WT is rotating or not using a different approach
Co-Authored-By: ZeinabBF <145973209+ZeinabBF@users.noreply.github.com>
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Assets/SharedSpatialAnchors
ProjectSettings
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@ -8,6 +8,7 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.Networking;
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using WebSocketSharp;
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using System.Linq;
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//https://github.com/GlitchEnzo/NuGetForUnity
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// Creating the data structure according to the expected Json
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[Serializable]
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@ -58,6 +59,10 @@ public class API : MonoBehaviour
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[PunRPC]
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public bool turn_WT_on_Y_Axis = false;
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public GameObject windTurbineWithMap;
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private GameObject windTurbineController;
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private Windturbine windTurbineControllerScript;
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void Start()
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{
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@ -66,6 +71,8 @@ public class API : MonoBehaviour
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photonView = PhotonView.Get(this);
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photonView.RPC("RPC_EmergencyButtonClick", RpcTarget.All);
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windTurbineWithMap = GameObject.FindGameObjectWithTag("Wind_Turbine_withMap");
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}
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void Update()
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@ -189,6 +196,12 @@ public void ExtractDataFromJson(string json)
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loc.SetText(location);
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windSpeedValue.SetText(windSpeed);
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turn_WT_on_Y_Axis = turn_WT_on_Y_Axis_val; // flag set to true so that WT can rotate on it's Y axis.
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windTurbineController = windTurbineWithMap.transform.GetChild(0).gameObject;
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windTurbineControllerScript = windTurbineController.GetComponent<Windturbine>();
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windTurbineControllerScript.WT_TurnOnIts_Y_Axis();
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}
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[PunRPC]
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public void RPC_VoltageUpdate(String voltageGenerated)
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@ -9,6 +9,7 @@ TagManager:
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- GUIData
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- Avatar
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- map
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- Wind_Turbine_withMap
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layers:
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- Default
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- TransparentFX
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