// Member Properties // Member Methods public void Start() { m_AtmosphereGenerator = gameObject.GetComponent<CAtmosphereGeneratorBehaviour>(); // Register for when the calibrator breaks/fixes m_LiquidComponent.EventHealthChange += HandleFluidHealthChange; // Register for when the circuitry breaks/fixes m_CircuitryComponent.EventComponentBreak += HandleCircuitryBreaking; m_CircuitryComponent.EventComponentFix += HandleCircuitryFixing; // Get the DUI of the power generator m_DUIAtmosphereGeneration = m_DUIConsole.DUI.GetComponent<CDUIAtmosphereGeneratorRoot>(); m_DUIAtmosphereGeneration.RegisterAtmosphereGenerator(gameObject); if(CNetwork.IsServer) { // Set the generation rate m_AtmosphereGenerator.AtmosphereGenerationRate = m_MaxAtmosphereGenerationRate; } }
// Member Properties // Member Methods public void Start() { m_AtmosphereGenerator = gameObject.GetComponent <CAtmosphereGeneratorBehaviour>(); // Register for when the calibrator breaks/fixes m_LiquidComponent.EventHealthChange += HandleFluidHealthChange; // Register for when the circuitry breaks/fixes m_CircuitryComponent.EventComponentBreak += HandleCircuitryBreaking; m_CircuitryComponent.EventComponentFix += HandleCircuitryFixing; // Get the DUI of the power generator m_DUIAtmosphereGeneration = m_DUIConsole.DUI.GetComponent <CDUIAtmosphereGeneratorRoot>(); m_DUIAtmosphereGeneration.RegisterAtmosphereGenerator(gameObject); if (CNetwork.IsServer) { // Set the generation rate m_AtmosphereGenerator.AtmosphereGenerationRate = m_MaxAtmosphereGenerationRate; } }