// Member Properties // Member Methods public void Start() { m_PropulsionGenerator = gameObject.GetComponent <CPropulsionGeneratorBehaviour>(); // Register for changes in mechanical health m_MechanicalComponent1.EventHealthChange += HandleMechanicalHealthChange; m_MechanicalComponent2.EventHealthChange += HandleMechanicalHealthChange; // Get the DUI of the power generator m_DUIPropulsionRoot = m_DUIConsole.DUI.GetComponent <CDUIPropulsionEngineRoot>(); m_DUIPropulsionRoot.RegisterPropulsionEngine(gameObject); if (CNetwork.IsServer) { // Set the generation rate m_PropulsionGenerator.PropulsionForce = m_MaxPropulsion; m_PropulsionGenerator.PropulsionPotential = m_MaxPropulsion; } // Set the cubemap for the children foreach (Renderer r in GetComponentsInChildren <Renderer>()) { r.material.SetTexture("_Cube", transform.parent.GetComponent <CModulePortInterface>().CubeMapSnapshot); } }
// Member Properties // Member Methods public void Start() { m_PropulsionGenerator = gameObject.GetComponent<CPropulsionGeneratorBehaviour>(); // Register for changes in mechanical health m_MechanicalComponent1.EventHealthChange += HandleMechanicalHealthChange; m_MechanicalComponent2.EventHealthChange += HandleMechanicalHealthChange; // Get the DUI of the power generator m_DUIPropulsionRoot = m_DUIConsole.DUI.GetComponent<CDUIPropulsionEngineRoot>(); m_DUIPropulsionRoot.RegisterPropulsionEngine(gameObject); if(CNetwork.IsServer) { // Set the generation rate m_PropulsionGenerator.PropulsionForce = m_MaxPropulsion; m_PropulsionGenerator.PropulsionPotential = m_MaxPropulsion; } // Set the cubemap for the children foreach(Renderer r in GetComponentsInChildren<Renderer>()) { r.material.SetTexture("_Cube", transform.parent.GetComponent<CModulePortInterface>().CubeMapSnapshot); } }
private void UpdatePropulsionVariables() { m_ShipPropulsionPotential = 0.0f; m_ShipCurrentPropulsion = 0.0f; foreach (GameObject pg in m_PropulsionGenerators) { CPropulsionGeneratorBehaviour pgs = pg.GetComponent <CPropulsionGeneratorBehaviour>(); if (pgs.IsPropulsionGeneratorActive) { m_ShipCurrentPropulsion += pgs.PropulsionForce; } m_ShipPropulsionPotential += pgs.PropulsionPotential; } }
// 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(); }
// 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(); }
private void HandlePropulsionStateChange(CPropulsionGeneratorBehaviour _Propulsion) { UpdateDUI(); }
private void HandlePropulsionStateChange(CPropulsionGeneratorBehaviour _Propulsion) { UpdateDUI(); }