// Member Methods public void Start() { m_PowerStorage = gameObject.GetComponent<CPowerStorageBehaviour>(); // Register for when the circuitry breaks/fixes m_Circuitry1.EventComponentBreak += HandleCircuitryStateChange; m_Circuitry1.EventComponentFix += HandleCircuitryStateChange; m_Circuitry2.EventComponentBreak += HandleCircuitryStateChange; m_Circuitry2.EventComponentFix += HandleCircuitryStateChange; // Get the DUI of the power generator m_DUIPowerCapacitor = m_DUIConsole.DUI.GetComponent<CDUIPowerCapacitorRoot>(); m_DUIPowerCapacitor.RegisterPowerCapacitor(gameObject); // Debug: Set the charge to half its total capacity if(CNetwork.IsServer) { m_PowerStorage.BatteryCapacity = m_MaxPowerBatteryCapacity; m_PowerStorage.BatteryCharge = m_PowerStorage.BatteryCapacity / 2; } }
// Member Methods public void Start() { m_PowerStorage = gameObject.GetComponent <CPowerStorageBehaviour>(); // Register for when the circuitry breaks/fixes m_Circuitry1.EventComponentBreak += HandleCircuitryStateChange; m_Circuitry1.EventComponentFix += HandleCircuitryStateChange; m_Circuitry2.EventComponentBreak += HandleCircuitryStateChange; m_Circuitry2.EventComponentFix += HandleCircuitryStateChange; // Get the DUI of the power generator m_DUIPowerCapacitor = m_DUIConsole.DUI.GetComponent <CDUIPowerCapacitorRoot>(); m_DUIPowerCapacitor.RegisterPowerCapacitor(gameObject); // Debug: Set the charge to half its total capacity if (CNetwork.IsServer) { m_PowerStorage.BatteryCapacity = m_MaxPowerBatteryCapacity; m_PowerStorage.BatteryCharge = m_PowerStorage.BatteryCapacity / 2; } }