// Member Methods public void Start() { m_NaniteStorage = gameObject.GetComponent <CNaniteStorageBehaviour>(); // Register for when the circuitry breaks/fixes m_CircuitryComp.EventComponentBreak += HandleComponentStateChange; m_CircuitryComp.EventComponentFix += HandleComponentStateChange; m_CalibratorComp.EventComponentBreak += HandleComponentStateChange; m_CalibratorComp.EventComponentFix += HandleComponentStateChange; // Get the DUI of the power generator m_DUINaniteCapsule = m_DUIConsole.DUI.GetComponent <CDUINaniteCapsuleRoot>(); m_DUINaniteCapsule.RegisterNaniteCapsule(gameObject); if (CNetwork.IsServer) { m_NaniteStorage.NaniteCapacity = m_MaxNaniteCapacity; m_NaniteStorage.StoredNanites = 0; } }
// Member Methods public void Start() { m_NaniteStorage = gameObject.GetComponent<CNaniteStorageBehaviour>(); // Register for when the circuitry breaks/fixes m_CircuitryComp.EventComponentBreak += HandleComponentStateChange; m_CircuitryComp.EventComponentFix += HandleComponentStateChange; m_CalibratorComp.EventComponentBreak += HandleComponentStateChange; m_CalibratorComp.EventComponentFix += HandleComponentStateChange; // Get the DUI of the power generator m_DUINaniteCapsule = m_DUIConsole.DUI.GetComponent<CDUINaniteCapsuleRoot>(); m_DUINaniteCapsule.RegisterNaniteCapsule(gameObject); if(CNetwork.IsServer) { m_NaniteStorage.NaniteCapacity = m_MaxNaniteCapacity; m_NaniteStorage.StoredNanites = 0; } }