Пример #1
0
    // Member Properties


    // Member Methods
    public void RegisterPowerGenerator(GameObject _PowerGenerator)
    {
        m_PowerGenerator = _PowerGenerator;
        m_CachedPowerGeneratorBehaviour = m_PowerGenerator.GetComponent <CPowerGenerationBehaviour>();
        m_CachedPowerGenerator          = m_PowerGenerator.GetComponent <CTestPowerGenerator>();

        // Register generation rate state chages
        m_CachedPowerGeneratorBehaviour.EventGenerationRateChanged          += HandleGenerationStateChange;
        m_CachedPowerGeneratorBehaviour.EventGenerationRatePotentialChanged += HandleGenerationStateChange;

        // Register for when the circuitry breaks/fixes
        m_CachedPowerGenerator.m_CircuitryComponent.EventComponentBreak += HandleCircuitryStateChange;
        m_CachedPowerGenerator.m_CircuitryComponent.EventComponentFix   += HandleCircuitryStateChange;

        // Update initial values
        UpdateDUI();
    }
Пример #2
0
	// Member Properties

	
	// Member Methods
	public void RegisterPowerGenerator(GameObject _PowerGenerator)
	{
		m_PowerGenerator = _PowerGenerator;
		m_CachedPowerGeneratorBehaviour = m_PowerGenerator.GetComponent<CPowerGenerationBehaviour>();
		m_CachedPowerGenerator = m_PowerGenerator.GetComponent<CTestPowerGenerator>();
		
		// Register generation rate state chages
		m_CachedPowerGeneratorBehaviour.EventGenerationRateChanged += HandleGenerationStateChange;
		m_CachedPowerGeneratorBehaviour.EventGenerationRatePotentialChanged += HandleGenerationStateChange;

		// Register for when the circuitry breaks/fixes
		m_CachedPowerGenerator.m_CircuitryComponent.EventComponentBreak += HandleCircuitryStateChange;
		m_CachedPowerGenerator.m_CircuitryComponent.EventComponentFix += HandleCircuitryStateChange;
		
		// Update initial values
		UpdateDUI();
	}