// Member Methods
	public void RegisterAtmosphereGenerator(GameObject _AtmosphereGenerator)
	{
		m_AtmosphereGenerator = _AtmosphereGenerator;
		m_CachedAtmosphereGeneratorBehaviour = m_AtmosphereGenerator.GetComponent<CAtmosphereGeneratorBehaviour>();
		m_CachedAtmosphereGenerator = m_AtmosphereGenerator.GetComponent<CTestAtmosphereGenerator>();
		
		// Register generation rate state chages
		m_CachedAtmosphereGeneratorBehaviour.EventGenerationRateChanged += HandleGenerationRateStateChange;
		
		// Register for when the circuitry breaks/fixes
		m_CachedAtmosphereGenerator.m_CircuitryComponent.EventComponentBreak += HandleCircuitryStateChange;
		m_CachedAtmosphereGenerator.m_CircuitryComponent.EventComponentFix += HandleCircuitryStateChange;
		
		// Update initial values
		UpdateDUI();
	}
    // Member Methods
    public void RegisterAtmosphereGenerator(GameObject _AtmosphereGenerator)
    {
        m_AtmosphereGenerator = _AtmosphereGenerator;
        m_CachedAtmosphereGeneratorBehaviour = m_AtmosphereGenerator.GetComponent <CAtmosphereGeneratorBehaviour>();
        m_CachedAtmosphereGenerator          = m_AtmosphereGenerator.GetComponent <CTestAtmosphereGenerator>();

        // Register generation rate state chages
        m_CachedAtmosphereGeneratorBehaviour.EventGenerationRateChanged += HandleGenerationRateStateChange;

        // Register for when the circuitry breaks/fixes
        m_CachedAtmosphereGenerator.m_CircuitryComponent.EventComponentBreak += HandleCircuitryStateChange;
        m_CachedAtmosphereGenerator.m_CircuitryComponent.EventComponentFix   += HandleCircuitryStateChange;

        // Update initial values
        UpdateDUI();
    }