Few cosmetic changes

1. added scene model to Unity Scene
2. Imported Wind turbine from Zeinab
This commit is contained in:
Abdul Mukheem Shaik 2024-05-12 12:36:08 +02:00
parent b7242dce21
commit fac801e2d0
56 changed files with 3883 additions and 177 deletions

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using UnityEngine;
using System.Collections;
public class CameraFreeflight : MonoBehaviour
{
public float speedNormal = 10.0f;
public float speedFast = 50.0f;
public float mouseSensitivityX = 5.0f;
public float mouseSensitivityY = 5.0f;
float rotY = 0.0f;
void Start()
{
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Keypad8))
speedNormal += 1.0f;
if(Input.GetKeyDown(KeyCode.Keypad5))
speedNormal -= 1.0f;
if(speedNormal < 0.0f)
speedNormal = 0.0f;
// rotation
if (Input.GetMouseButton(1))
{
float rotX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * mouseSensitivityX;
rotY += Input.GetAxis("Mouse Y") * mouseSensitivityY;
rotY = Mathf.Clamp(rotY, -89.5f, 89.5f);
transform.localEulerAngles = new Vector3(-rotY, rotX, 0.0f);
}
float forward = Input.GetAxis("Vertical");
float strafe = Input.GetAxis("Horizontal");
// move forwards/backwards
if (forward != 0.0f)
{
float speed = Input.GetKey(KeyCode.LeftShift) ? speedFast : speedNormal;
Vector3 trans = new Vector3(0.0f, 0.0f, forward * speed * Time.deltaTime);
gameObject.transform.localPosition += gameObject.transform.localRotation * trans;
}
// strafe left/right
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{
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Vector3 trans = new Vector3(strafe * speed * Time.deltaTime, 0.0f, 0.0f);
gameObject.transform.localPosition += gameObject.transform.localRotation * trans;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Windturbine : MonoBehaviour
{
float angle;
float speed;
// Start is called before the first frame update
void Start()
{
angle = Random.Range(0.0f, 120.0f);
speed = Random.Range(75.0f, 86.0f);
}
// Update is called once per frame
void Update()
{
transform.localEulerAngles = new Vector3(0.0f, 0.0f, angle);
angle += Time.deltaTime * speed;
}
}

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