public void Activate() { spin = gameObject.FindChild("Blade Parent").EnsureComponent <TurbineSpin>(); powerSource = gameObject.EnsureComponent <PowerSource>(); powerSource.maxPower = QPatch.config.MaxPower; relay = gameObject.EnsureComponent <PowerRelay>(); relay.internalPowerSource = powerSource; relay.dontConnectToRelays = false; relay.maxOutboundDistance = 50; //relay.powerSystemPreviewPrefab = Resources.Load<GameObject>("Base/Ghosts/PowerSystemPreview.prefab"); if (relayPrefab != null) { PowerFX yourPowerFX = gameObject.AddComponent <PowerFX>(); yourPowerFX.vfxPrefab = relayPrefab.powerFX.vfxPrefab; yourPowerFX.attachPoint = gameObject.transform; relay.powerFX = yourPowerFX; } #if SUBNAUTICA Resources.UnloadAsset(powerRelay); #endif relay.UpdateConnection(); if (QPatch.config.TurbineMakesNoise) { SetupAudio(); } Logger.Log(Logger.Level.Debug, $"WindTurbine.Activate: end"); }
public void Activate() { spin = gameObject.FindChild("Blade Parent").AddComponent <TurbineSpin>(); powerSource = gameObject.AddComponent <PowerSource>(); powerSource.maxPower = QPatch.config.MaxPower; relay = gameObject.AddComponent <PowerRelay>(); relay.internalPowerSource = powerSource; relay.dontConnectToRelays = false; relay.maxOutboundDistance = 50; PowerFX yourPowerFX = gameObject.AddComponent <PowerFX>(); PowerRelay powerRelay = CraftData.GetPrefabForTechType(TechType.SolarPanel).GetComponent <PowerRelay>(); yourPowerFX.vfxPrefab = powerRelay.powerFX.vfxPrefab; yourPowerFX.attachPoint = gameObject.transform; relay.powerFX = yourPowerFX; Resources.UnloadAsset(powerRelay); relay.UpdateConnection(); if (QPatch.config.TurbineMakesNoise) { SetupAudio(); } }