//Return force for each slice in this rotorblade public float getForce() { float res = 0.0f; for (int i = 0; i < slices.Count; ++i) { RotorbladeSlice s = ((GameObject)slices [i]).GetComponent <RotorbladeSlice> (); res += s.getForce(); } return(res); }
public void initBlade(Vector3 endPos, float rot) { this.endPos = endPos * rotorbladeLength; this.transform.position = target.transform.position; this.transform.localPosition = endPos; for (int i = 0; i < nSlices; ++i) { GameObject s = new GameObject(); s.AddComponent <RotorbladeSlice> (); RotorbladeSlice rs = s.GetComponent <RotorbladeSlice> (); rs.initSlice(i * sliceLength, (i + 1) * sliceLength); s.transform.SetParent(this.transform); //Setting transform to component slices.Add(s); } this.rotateAngle(new Vector3(-98, 90 * rot, 0)); }