using System.Collections; using System.Collections.Generic; using UnityEngine; public class WeatherWheel : MonoBehaviour { private float wheelSpeed; private float subtractSpeed; public bool isSpinning = false; void Update() { if (isSpinning) { transform.Rotate(0, 0, wheelSpeed, Space.World); wheelSpeed -= subtractSpeed; } // Check when stopped spinning if (isSpinning && wheelSpeed <= 0) { wheelSpeed = 0; isSpinning = false; // Check the angle to see what won float finalAngle = transform.rotation.eulerAngles.z; if (finalAngle <= 45 || finalAngle > 315) { // Snow // TODO: Trigger Snow Debug.Log("Snow"); // Set angle back to centered transform.rotation = Quaternion.Euler(0, 0, 0); } else if (finalAngle > 45 && finalAngle <= 135) { // Windy // TODO: Trigger Wind Debug.Log("Windy"); // Set angle back to centered transform.rotation = Quaternion.Euler(0, 0, 90); } else if (finalAngle > 135 && finalAngle <= 225) { // Fog // TODO: Trigger Fog Debug.Log("Fog"); // Set angle back to centered transform.rotation = Quaternion.Euler(0, 0, 180); } else if (finalAngle > 225 && finalAngle <= 315) { // Rain // TODO: Trigger Rain Debug.Log("Rain"); // Set angle back to centered transform.rotation = Quaternion.Euler(0, 0, 270); } } } public void SpinWheel() { // Only spin if not spinning already if (isSpinning) { return; } // Do the spin wheelSpeed = Random.Range(4.000f, 5.000f); subtractSpeed = Random.Range(0.003f, 0.009f); isSpinning = true; } }