// Member Properties // Member Methods public void RegisterPropulsionEngine(GameObject _Propulsion) { m_Engine = _Propulsion; m_CachedPropulsionBehaviour = m_Engine.GetComponent<CPropulsionGeneratorBehaviour>(); m_CachedEngine = m_Engine.GetComponent<CTestEngineBehaviour>(); // Register generation rate state chages m_CachedPropulsionBehaviour.EventPropulsionOutputChanged += HandlePropulsionStateChange; m_CachedPropulsionBehaviour.EventPropulsionPotentialChanged += HandlePropulsionStateChange; // Register for when the circuitry breaks/fixes m_CachedEngine.m_MechanicalComponent1.EventComponentBreak += HandleMechanicalStateChange; m_CachedEngine.m_MechanicalComponent2.EventComponentFix += HandleMechanicalStateChange; // Update initial values UpdateDUI(); }
// Member Properties // Member Methods public void RegisterPropulsionEngine(GameObject _Propulsion) { m_Engine = _Propulsion; m_CachedPropulsionBehaviour = m_Engine.GetComponent <CPropulsionGeneratorBehaviour>(); m_CachedEngine = m_Engine.GetComponent <CTestEngineBehaviour>(); // Register generation rate state chages m_CachedPropulsionBehaviour.EventPropulsionOutputChanged += HandlePropulsionStateChange; m_CachedPropulsionBehaviour.EventPropulsionPotentialChanged += HandlePropulsionStateChange; // Register for when the circuitry breaks/fixes m_CachedEngine.m_MechanicalComponent1.EventComponentBreak += HandleMechanicalStateChange; m_CachedEngine.m_MechanicalComponent2.EventComponentFix += HandleMechanicalStateChange; // Update initial values UpdateDUI(); }