/// <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(); }
//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>(); }