// Member Properties
	
	
	// Member Methods
	public void RegisterPropulsionEngine(GameObject _Propulsion)
	{
		m_Engine = _Propulsion;
		m_CachedPropulsionBehaviour = m_Engine.GetComponent<CPropulsionGeneratorBehaviour>();
		m_CachedEngine = m_Engine.GetComponent<CTestEngineBehaviour>();
		
		// Register generation rate state chages
		m_CachedPropulsionBehaviour.EventPropulsionOutputChanged += HandlePropulsionStateChange;
		m_CachedPropulsionBehaviour.EventPropulsionPotentialChanged += HandlePropulsionStateChange;
		
		// Register for when the circuitry breaks/fixes
		m_CachedEngine.m_MechanicalComponent1.EventComponentBreak += HandleMechanicalStateChange;
		m_CachedEngine.m_MechanicalComponent2.EventComponentFix += HandleMechanicalStateChange;
		
		// Update initial values
		UpdateDUI();
	}
Beispiel #2
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    // Member Properties


    // Member Methods
    public void RegisterPropulsionEngine(GameObject _Propulsion)
    {
        m_Engine = _Propulsion;
        m_CachedPropulsionBehaviour = m_Engine.GetComponent <CPropulsionGeneratorBehaviour>();
        m_CachedEngine = m_Engine.GetComponent <CTestEngineBehaviour>();

        // Register generation rate state chages
        m_CachedPropulsionBehaviour.EventPropulsionOutputChanged    += HandlePropulsionStateChange;
        m_CachedPropulsionBehaviour.EventPropulsionPotentialChanged += HandlePropulsionStateChange;

        // Register for when the circuitry breaks/fixes
        m_CachedEngine.m_MechanicalComponent1.EventComponentBreak += HandleMechanicalStateChange;
        m_CachedEngine.m_MechanicalComponent2.EventComponentFix   += HandleMechanicalStateChange;

        // Update initial values
        UpdateDUI();
    }