2024-05-28 05:08:53 +02:00

95 lines
3.1 KiB
C#

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Windturbine : MonoBehaviour
{
float angle;
public float speed;
private API apiScript;
private GameObject GUIdataGameObject;
PhotonView photonView;
public float startRotationY = 0f;
public float endRotationY;
private void OnEnable()
{
GUIdataGameObject = GameObject.FindGameObjectWithTag("GUIData");
apiScript = GUIdataGameObject.GetComponent<API>();
}
// Start is called before the first frame update
void Start()
{
angle = Random.Range(0.0f, 120.0f);
speed = Random.Range(75.0f, 86.0f);
//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) //From Base class
{
Debug.Log("FLAG IS TRUE");
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); // 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;
Debug.Log("endRotationY - Rotate On it's Y-Axis ----"+ endRotationY);
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)
{
Debug.Log("Rotate On it's Y-Axis- COROUTINE");
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;
}
}