// 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(); }