/// <summary>
        /// the suspension of a single wheel
        /// </summary>
        /// <param name="wheel">the wheel for which the suspension is</param>
        public WheelSuspension(ImportantClasses.Enums.Wheels wheel)
        {
            BellCrank = new BellCrank();
            Damper    = new Damper();
            PushRod   = new PushRod();
            WheelHub  = new WheelHub();
            Wishbone  = new Wishbone();

            Wheel = wheel;
            _actualCalculation = new SuspensionOutput();
        }
Ejemplo n.º 2
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        //Assuming that we construct ships elsewhere (on another scene) and pass them in when the game scene is started

        private void Awake()
        {
            shipList      = new List <BaseShip>();
            turnManager   = new TurnManager();
            targetManager = new TargetManager.TargetManager();
            actionManager = ActionManager.instance;

            tShip = new targetShip();
            Wishbone wishbone = new Wishbone(new WishboneModel());

            shipList.Add(wishbone);
            targetManager.AddTarget(tShip);

            eventLog = GameObject.Find("EventLog").GetComponent <PlayerLog>();
        }