Wind or Wind zone as input for Script

I've been hunting around for an answer to this with little results. I want to know how to, with script, affect the qualities of a mesh by using the wind's output as an actuator.

What classes, or set of classes allow me to view all the wind zones exposed properties?

for example, assume I have a pinwheel, that i want to transform on the Y axis, as a function of wind intensity. So the animation is simple enough:

transform.Rotate(0, wind_intensity_goes_here * Time.deltaTime, 0);

so, when a wind gust hits harder, the pinwheel spins faster. The rotation speed's amplitude should line up with, for example, the swaying of the trees.

Consider, say, another situation, where you had an outdoor campfire, and you wanted to "stoke the coals" as the wind ebbed and flowed. Assume you set up some manner of particle system, and coloring system, where the wind would make the particles sway, and the the fire draw hotter or lower with each gust.

I hope this clearly outlines what I am asking. How do I make meshes, particles and other things that can be programatically affected by scripts "see" the amplitude of wind gusts.

..Thanks any lead is a help to me. :)

Wind zones can only affect trees in Unity.

Off the top of my head (completely improvised) you could use a variable or script (eg Wind Script) which holds variables and functions for your own wind. Then all your objects that you wanted to be affected by your "wind" could reference this script.

You could then just set a "windPower" variable that changes randomly or cycles. You could then have functions in your objects which read this variable and make the object move/rotate accordingly.