static void Main() { Car car = new Car { Make = "Scion", Model = "xD", Year = 2010 }; Mechanic mechanic = new Mechanic(); // Inject the dependency to Mechanic into the constructor AutoShop shop = new AutoShop(mechanic); shop.FixCar(car); Welder welder = new Welder(); // Inject the dependency to Welder into the constructor shop = new AutoShop(welder); shop.FixCar(car); shop = new AutoShop(); // Inject the dependency to Welder into the property shop.Worker = welder; shop.WeldCar(car); }
static void Main() { AutoShop shop = new AutoShop(); Car car = new Car { Make = "Scion", Model = "xD", Year = 2010 }; shop.FixCar(car); }
static void Main() { Car car = new Car { Make = "Scion", Model = "xD", Year = 2010 }; Mechanic mechanic = new Mechanic(); AutoShop shop = new AutoShop(mechanic); shop.FixCar(car); Welder welder = new Welder(); shop = new AutoShop(welder); shop.FixCar(car); }
void OnEnable() { VC = GameObject.FindWithTag("Player").GetComponent <Player>().CurrentVehicle; AS = VC.CurrentShop; TM.Init(this, VC.Config.InstallableKits, VC.MRD.KitIndex); HM.Init(this, Horns); PM.Init(this); PaidHornIndex = VC.MRD.HornIndex; PaidKitIndex = VC.MRD.KitIndex; PaidPartsIndices.Clear(); for (int i = 0; i < 3; i++) //FRONT MIDDLE END { PaidPartsIndices.Add(VC.MRD.CurrentPartsIndices[i]); } for (int i = 0; i < VC.MRD.Colors.Count; i++) //FRONT MIDDLE END { PaidColors[i] = VC.MRD.Colors[i]; } //SubPartIndices /* * WheelMats.Add(Wheels[0].materials); * WheelMats.Add(Wheels[1].materials); * WheelMats.Add(Wheels[2].materials); * WheelMats.Add(Wheels[3].materials); * * WheelMats.Add(Wheels[4].materials); */ /* * for(int i = 0; i < Colors.Length; i++) * PreviewColors[i] = Colors[i]; * * ApplyColors(Colors); */ }