// 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(); }
// 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(); }