// Member Properties // Member Methods public void RegisterPowerCapacitor(GameObject _PowerCapacitor) { m_PowerCapacitor = _PowerCapacitor; m_CachedPowerStorageBehaviour = m_PowerCapacitor.GetComponent<CPowerStorageBehaviour>(); m_CachedPowerCapacitor = m_PowerCapacitor.GetComponent<CTestPowerCapacitor>(); // Register charge/capacity state chages m_CachedPowerStorageBehaviour.EventBatteryCapacityChanged += HandleCapacitorStateChange; m_CachedPowerStorageBehaviour.EventBatteryChargeChanged += HandleCapacitorStateChange; // Register for when the circuitry breaks/fixes m_CachedPowerCapacitor.m_Circuitry1.EventComponentBreak += HandleCircuitryStateChange; m_CachedPowerCapacitor.m_Circuitry1.EventComponentFix += HandleCircuitryStateChange; m_CachedPowerCapacitor.m_Circuitry2.EventComponentBreak += HandleCircuitryStateChange; m_CachedPowerCapacitor.m_Circuitry2.EventComponentFix += HandleCircuitryStateChange; // Update initial values UpdateDUI(); }
// Member Properties // Member Methods public void RegisterPowerCapacitor(GameObject _PowerCapacitor) { m_PowerCapacitor = _PowerCapacitor; m_CachedPowerStorageBehaviour = m_PowerCapacitor.GetComponent <CPowerStorageBehaviour>(); m_CachedPowerCapacitor = m_PowerCapacitor.GetComponent <CTestPowerCapacitor>(); // Register charge/capacity state chages m_CachedPowerStorageBehaviour.EventBatteryCapacityChanged += HandleCapacitorStateChange; m_CachedPowerStorageBehaviour.EventBatteryChargeChanged += HandleCapacitorStateChange; // Register for when the circuitry breaks/fixes m_CachedPowerCapacitor.m_Circuitry1.EventComponentBreak += HandleCircuitryStateChange; m_CachedPowerCapacitor.m_Circuitry1.EventComponentFix += HandleCircuitryStateChange; m_CachedPowerCapacitor.m_Circuitry2.EventComponentBreak += HandleCircuitryStateChange; m_CachedPowerCapacitor.m_Circuitry2.EventComponentFix += HandleCircuitryStateChange; // Update initial values UpdateDUI(); }