Esempio n. 1
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        public static void Even2Odd_Connect(HighStoreShelf_Parameter HP, MultiHighBay_Parameter MHP, GameObject OBJ)
        {
            //构件偶数高架库与奇数高架库之间的连接
            float      Width = HP.ColumnWidth + HP.VerticalStanchionWidth;
            GameObject obj   = (GameObject)Resources.Load(Varibles.GlobalVariable.RootName + "/Elevated_Warehouse/Cube2");//加载侧面固定杆
            Vector3    size  = new Vector3();

            size.x = MHP.HookupDistance; size.y = HP.HorizontalStanchionThick; size.z = HP.VerticalStanchionWidth;
            int        Num1      = HP.FloorsNum / 2 + 1;             //纵向个数
            int        Num2      = HP.ColumnsNum + 1;                //横向个数
            float      High      = HP.Size.y - HP.Height2Ground / 2; //首层距地高度的一半出开始纵向固定
            float      Temp_High = High / Num1;                      //纵向两根之间的高度
            GameObject OBJ1      = new GameObject();

            for (int i = 0; i < Num2; i++)
            {
                for (int j = 0; j <= Num1; j++)
                {
                    GameObject clone = Instantiate(obj); clone.transform.localScale = size; clone.transform.parent = OBJ1.transform;
                    clone.transform.localPosition = new Vector3(0, HP.Height2Ground / 2 + Temp_High * j - size.y / 2, -i * Width - HP.VerticalStanchionWidth / 2);
                }
            }
            OBJ1.transform.parent = OBJ.transform; OBJ1.transform.localPosition = new Vector3(0, 0, 0);
            GameObject obj1 = Instantiate(obj); obj1.transform.localScale = new Vector3(size.x, size.y, size.z / 2);

            obj1.transform.parent        = OBJ.transform;
            obj1.transform.localPosition = new Vector3(0, HP.Size.y - size.y / 2, HP.ColumnWidth + size.z / 4);
            GameObject obj2 = Instantiate(obj); obj2.transform.localScale = new Vector3(size.x, size.y, size.z / 2);

            obj2.transform.parent        = OBJ.transform;
            obj2.transform.localPosition = new Vector3(0, HP.Size.y - size.y / 2, -(HP.ColumnWidth + HP.VerticalStanchionWidth) * (HP.ColumnsNum + 1) - size.z / 4);
        }
Esempio n. 2
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        public static void ConnectComponent(HighStoreShelf_Parameter HP, MultiHighBay_Parameter MHP, GameObject OBJ)
        {
            //增加高架库之间的连)接
            int   Num1 = (MHP.Num - 1) / 2; //偶数-奇数连接
            int   Num2 = (MHP.Num + 1) / 2; //奇数-偶数连接
            float Depth = HP.Size.x; float TunnelWidth = MHP.TunnelWidth; float HookupDistance = MHP.HookupDistance;
            //进行奇偶高架库之间的连接
            GameObject obj1 = new GameObject(); //奇偶高架库之间的连接部分
            GameObject OBJ1 = new GameObject(); //所有奇偶高架库之间的连接部分

            Odd2Even_Connect(HP, MHP, obj1);
            for (int i = 1; i <= Num2; i++)
            {
                GameObject clone = Instantiate(obj1); clone.transform.parent = OBJ1.transform;
                clone.transform.localPosition = new Vector3(-((2 * i - 1) * Depth + TunnelWidth / 2 + (i - 1) * (TunnelWidth + HookupDistance)), 0, 0);
            }
            //进行偶奇高架库之间的连接
            GameObject obj2 = new GameObject(); //偶奇高架库之间的连接部分
            GameObject OBJ2 = new GameObject(); //所有偶奇高架库之间的连接部分

            Even2Odd_Connect(HP, MHP, obj2);
            for (int i = 1; i <= Num1; i++)
            {
                GameObject clone = Instantiate(obj2); clone.transform.parent = OBJ2.transform;
                clone.transform.localPosition = new Vector3(-(HookupDistance / 2 + 2 * i * Depth + i * TunnelWidth + (i - 1) * HookupDistance), 0, 0);
            }
            OBJ1.transform.parent        = OBJ.transform; OBJ2.transform.parent = OBJ.transform;
            OBJ1.transform.localPosition = new Vector3(0, HP.Size.y, 0);
            OBJ2.transform.localPosition = new Vector3(0, 0, 0);

            DestroyImmediate(obj1); DestroyImmediate(obj2);
            //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(OBJ);
        }
Esempio n. 3
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        public static void Odd2Even_Connect(HighStoreShelf_Parameter HP, MultiHighBay_Parameter MHP, GameObject OBJ)
        {
            //奇数高架库与偶数高架库之间的连接
            float      TunnelWidth = MHP.TunnelWidth;
            GameObject obj1        = (GameObject)Resources.Load(Varibles.GlobalVariable.RootName + "/Elevated_Warehouse/Cube2");//加载侧面固定杆
            Vector3    size        = new Vector3();

            size.x = TunnelWidth;
            size.y = HP.HorizontalStanchionThick;
            size.z = HP.VerticalStanchionWidth;
            GameObject obj1_1 = Instantiate(obj1); obj1_1.transform.localScale = size;

            //GameObject OBJ1 = new GameObject();
            for (int i = 0; i <= HP.ColumnsNum; i++)
            {
                GameObject clone = Instantiate(obj1_1);
                clone.transform.parent        = OBJ.transform;
                clone.transform.localPosition = new Vector3(0, -size.y / 2, -size.z / 2 - i * (HP.ColumnWidth + HP.VerticalStanchionWidth));
            }
            //GameObject OBJ2 = new GameObject();
            GameObject obj1_2 = Instantiate(obj1); obj1_2.transform.localScale = new Vector3(size.x, size.y, size.z / 2);
            //obj1_2.transform.parent = OBJ.transform; obj1_2.transform.localPosition = new Vector3(size.x, size.y, size.z / 2);
            GameObject obj1_3 = Instantiate(obj1); obj1_3.transform.localScale = new Vector3(size.x, size.y, size.z / 2);

            //obj1_3.transform.parent = OBJ.transform; obj1_3.transform.localPosition = new Vector3(size.x, size.y, size.z / 2);

            //OBJ1.transform.parent = OBJ.transform;
            obj1_2.transform.parent        = OBJ.transform; obj1_3.transform.parent = OBJ.transform;
            obj1_2.transform.localPosition = new Vector3(0, -size.y / 2, HP.ColumnWidth + size.z / 4);
            //OBJ1.transform.localPosition = new Vector3(0, 0, -HP.ColumnWidth);
            obj1_3.transform.localPosition = new Vector3(0, -size.y / 2, -(HP.ColumnWidth + HP.VerticalStanchionWidth) * (HP.ColumnsNum + 1) - size.z / 4);
            //OBJ2.transform.parent = OBJ.transform;//重新调整坐标
            //OBJ2.transform.localPosition = new Vector3(0, 0, (HP.ColumnWidth * (HP.ColumnsNum + 2)) / 2);
            DestroyImmediate(obj1_1);
        }
Esempio n. 4
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        public static void Create_EndShelf(HighStoreShelf_Parameter HSSP, int i, GameObject EndShelf)
        {
            //水平支柱
            GameObject obj = (GameObject)Resources.Load(Varibles.GlobalVariable.RootName + "/HighBay/Cube");
            //竖直支柱
            GameObject obj2      = Instantiate(obj); //竖直支柱
            Vector3    obj2_size = new Vector3(HSSP.VerticalStanchionWidth, HSSP.FloorsHigh[i], HSSP.VerticalStanchionWidth);

            obj2.transform.localScale = obj2_size;
            GameObject obj2_2      = Instantiate(obj2);
            float      temp_value1 = (HSSP.Size.x - HSSP.VerticalStanchionWidth) / 2;
            //侧面倾斜支柱
            float      TempValue1         = HSSP.Size.x - HSSP.VerticalStanchionWidth;
            float      TempValue2         = (HSSP.FloorsHigh[i] - HSSP.HorizontalStanchionThick) / 2;
            float      TempValue3         = Mathf.Sqrt(TempValue1 * TempValue1 + TempValue2 * TempValue2);//侧面倾斜支柱的长度
            Vector3    SideStanchion_size = new Vector3(HSSP.VerticalStanchionWidth / 2, TempValue3, HSSP.VerticalStanchionWidth / 2);
            float      angle  = Mathf.Atan(TempValue1 / TempValue2) * 180 / Mathf.PI;
            GameObject obj3_1 = Instantiate(obj); obj3_1.transform.localScale = SideStanchion_size;

            obj3_1.transform.Rotate(0, 0, angle);
            GameObject obj3_2 = Instantiate(obj); obj3_2.transform.localScale = SideStanchion_size;

            obj3_2.transform.Rotate(0, 0, -angle);
            //组合
            obj2.transform.parent          = EndShelf.transform; obj2_2.transform.parent = EndShelf.transform;
            obj2.transform.localPosition   = new Vector3(temp_value1, HSSP.FloorsHigh[i] / 2 - HSSP.HorizontalStanchionThick, 0);
            obj2_2.transform.localPosition = new Vector3(-temp_value1, HSSP.FloorsHigh[i] / 2 - HSSP.HorizontalStanchionThick, 0);
            obj3_1.transform.parent        = EndShelf.transform; obj3_2.transform.parent = EndShelf.transform;
            obj3_1.transform.localPosition = new Vector3(0, (obj2_size.y - HSSP.HorizontalStanchionThick) / 4, 0);
            obj3_2.transform.localPosition = new Vector3(0, 3 * (obj2_size.y - HSSP.HorizontalStanchionThick) / 4, 0);
        }
Esempio n. 5
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        //创建高架库
        #region Create_HighBays
        public static void Create_HighBays(HighStoreShelf_Parameter HP, MultiHighBay_Parameter MHP, GameObject OBJ)
        {
            //HP单个高架库设计尺寸参数
            //HSP高架库组合设计的参数
            //根据单个高架库设计参数生成高架库
            GameObject HighBay = new GameObject();
            string     name    = "HighBay";

            HighBay.name = name;
            //
            Subassembly.Create_HighStoreShelf(HP, HighBay);
            HighBay.transform.Rotate(0, 180, 0);
            //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(HighBay); //Debug.Log(00);
            //根据高架库组合设计的参数生成高架库组合

            GameObject HighBayGroup = new GameObject(); HighBayGroup.name = "HighBayGroup";

            for (int i = 0; i < MHP.Num; i++)
            {
                GameObject clone     = Instantiate(HighBay); clone.transform.parent = HighBayGroup.transform; clone.name = name + (i + 1).ToString();
                float      TempValue = -(HP.Size.x / 2 + i * HP.Size.x + ((i + 1) / 2) * MHP.TunnelWidth + (i / 2) * MHP.HookupDistance);
                clone.transform.localPosition = new Vector3(TempValue, 0, 0);
            }
            //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(HighBayGroup);
            GameObject OBJ1 = new GameObject(); OBJ1.name = "ConnectPart";

            ConnectComponent(HP, MHP, OBJ1);
            //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(OBJ1);
            HighBayGroup.transform.parent = OBJ.transform; HighBayGroup.transform.localPosition = new Vector3(0, 0, 0);
            OBJ1.transform.parent         = OBJ.transform; OBJ1.transform.localPosition = new Vector3(0, 0, 0);

            DestroyImmediate(HighBay);
        }
Esempio n. 6
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        public static void Create_Foot(HighStoreShelf_Parameter HSSP, GameObject Foot)
        {
            GameObject obj       = (GameObject)Resources.Load(Varibles.GlobalVariable.RootName + "/HighBay/Cube");
            GameObject obj1      = Instantiate(obj);
            Vector3    obj1_size = new Vector3(HSSP.VerticalStanchionWidth, HSSP.Height2Ground - HSSP.HorizontalStanchionThick, HSSP.VerticalStanchionWidth);

            obj1.transform.localScale = obj1_size;
            GameObject obj2      = Instantiate(obj);
            Vector3    obj2_size = new Vector3(3 * HSSP.VerticalStanchionWidth, 0.01f, 2 * HSSP.VerticalStanchionWidth);

            obj2.transform.localScale = obj2_size;
            GameObject OBJ = new GameObject();

            obj1.transform.parent        = OBJ.transform; obj2.transform.parent = OBJ.transform;
            obj1.transform.localPosition = new Vector3(0, obj1_size.y / 2, 0);
            obj2.transform.localPosition = new Vector3(0, obj2_size.y / 2, 0);

            GameObject obj3 = Instantiate(obj);

            obj3.transform.localScale = new Vector3(HSSP.Size.x, HSSP.VerticalStanchionWidth, HSSP.VerticalStanchionWidth);

            GameObject OBJ2 = Instantiate(OBJ);

            OBJ.transform.parent         = Foot.transform; OBJ2.transform.parent = Foot.transform; obj3.transform.parent = Foot.transform;
            OBJ.transform.localPosition  = new Vector3((HSSP.Size.x - HSSP.VerticalStanchionWidth) / 2, 0, 0);
            OBJ2.transform.localPosition = new Vector3(-(HSSP.Size.x - HSSP.VerticalStanchionWidth) / 2, 0, 0);
            obj3.transform.localPosition = new Vector3(0, HSSP.Height2Ground / 2, 0);
            //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(Foot);
        }
Esempio n. 7
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        public static void Create_TopShelf(HighStoreShelf_Parameter HSSP, GameObject TopShelf)
        {
            GameObject obj = (GameObject)Resources.Load(Varibles.GlobalVariable.RootName + "/HighBay/Cube");
            //水平支柱
            GameObject obj1      = Instantiate(obj); //水平支柱
            Vector3    obj1_size = new Vector3(HSSP.VerticalStanchionWidth, HSSP.HorizontalStanchionThick, HSSP.ColumnWidth + 2 * HSSP.VerticalStanchionWidth);

            obj1.transform.localScale = obj1_size;
            GameObject obj1_2 = Instantiate(obj1);
            //水平交叉支柱
            float      TempValue1          = HSSP.Size.x - HSSP.VerticalStanchionWidth;
            float      TempValue4          = HSSP.ColumnWidth - HSSP.VerticalStanchionWidth;
            float      TempValue5          = Mathf.Sqrt(TempValue1 * TempValue1 + TempValue4 * TempValue4);//水平交叉支柱的长度
            float      angle1              = Mathf.Atan(TempValue1 / TempValue4) * 180 / Mathf.PI;
            Vector3    CrossStanchion_size = new Vector3(HSSP.VerticalStanchionWidth, HSSP.HorizontalStanchionThick / 2, TempValue5);
            GameObject obj2_1              = Instantiate(obj); obj2_1.transform.localScale = CrossStanchion_size;

            obj2_1.transform.Rotate(0, angle1, 0);
            GameObject obj2_2 = Instantiate(obj); obj2_2.transform.localScale = CrossStanchion_size;

            obj2_2.transform.Rotate(0, -angle1, 0);
            //组合
            obj1.transform.parent = TopShelf.transform; obj1_2.transform.parent = TopShelf.transform;
            float temp_value1 = HSSP.Size.x / 2 - HSSP.VerticalStanchionWidth / 2;
            float temp_value2 = -(HSSP.ColumnWidth + HSSP.VerticalStanchionWidth) / 2;

            obj1.transform.localPosition   = new Vector3(temp_value1, -HSSP.HorizontalStanchionThick / 2, 0);
            obj1_2.transform.localPosition = new Vector3(-temp_value1, -HSSP.HorizontalStanchionThick / 2, 0);
            obj2_1.transform.parent        = TopShelf.transform; obj2_2.transform.parent = TopShelf.transform;
            obj2_1.transform.localPosition = new Vector3(0, -obj1_size.y + CrossStanchion_size.y / 2, 0);
            obj2_2.transform.localPosition = new Vector3(0, -obj1_size.y + CrossStanchion_size.y / 2, 0);
        }
Esempio n. 8
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        public static void Create_TopShelf1(HighStoreShelf_Parameter HSSP, GameObject TopShelf)
        {
            GameObject obj = (GameObject)Resources.Load(Varibles.GlobalVariable.RootName + "/HighBay/Cube");
            //水平支柱
            GameObject obj1      = Instantiate(obj); //水平支柱
            Vector3    obj1_size = new Vector3(HSSP.VerticalStanchionWidth, HSSP.HorizontalStanchionThick, HSSP.ColumnWidth + HSSP.VerticalStanchionWidth / 2);

            obj1.transform.localScale = obj1_size;
            GameObject obj1_2 = Instantiate(obj1);
            //水平交叉支柱
            float      TempValue1          = HSSP.Size.x - HSSP.VerticalStanchionWidth;
            float      TempValue4          = HSSP.ColumnWidth - HSSP.VerticalStanchionWidth;
            float      TempValue5          = Mathf.Sqrt(TempValue1 * TempValue1 + TempValue4 * TempValue4);//水平交叉支柱的长度
            float      angle1              = Mathf.Atan(TempValue1 / TempValue4) * 180 / Mathf.PI;
            Vector3    CrossStanchion_size = new Vector3(HSSP.VerticalStanchionWidth, HSSP.HorizontalStanchionThick / 2, TempValue5);
            GameObject obj2_1              = Instantiate(obj); obj2_1.transform.localScale = CrossStanchion_size;

            obj2_1.transform.Rotate(0, angle1, 0);
            GameObject obj2_2 = Instantiate(obj); obj2_2.transform.localScale = CrossStanchion_size;

            obj2_2.transform.Rotate(0, -angle1, 0);
            //
            GameObject obj3      = Instantiate(obj);
            Vector3    obj3_size = new Vector3(HSSP.Size.x, HSSP.HorizontalStanchionThick, HSSP.VerticalStanchionWidth / 2);

            obj3.transform.localScale = obj3_size;
            //倾斜固定
            GameObject obj4       = Instantiate(obj);
            float      tempvalue1 = HSSP.FloorsHigh[HSSP.FloorsNum - 1];
            float      tempvalue2 = HSSP.ColumnWidth;
            float      tempvalue3 = Mathf.Sqrt(tempvalue1 * tempvalue1 + tempvalue2 * tempvalue2);
            Vector3    obj4_size  = new Vector3(HSSP.VerticalStanchionWidth, HSSP.VerticalStanchionWidth, tempvalue3);

            obj4.transform.localScale = obj4_size;
            float angle2 = Mathf.Atan(tempvalue1 / tempvalue2) * 180 / Mathf.PI;

            obj4.transform.Rotate(-angle2, 0, 0);
            GameObject obj5 = Instantiate(obj4);

            //组合
            obj1.transform.parent = TopShelf.transform; obj1_2.transform.parent = TopShelf.transform;
            float temp_value1 = HSSP.Size.x / 2 - HSSP.VerticalStanchionWidth / 2;
            float temp_value2 = -(HSSP.ColumnWidth + HSSP.VerticalStanchionWidth) / 2;

            obj1.transform.localPosition   = new Vector3(temp_value1, -HSSP.HorizontalStanchionThick / 2, obj1_size.z / 2);
            obj1_2.transform.localPosition = new Vector3(-temp_value1, -HSSP.HorizontalStanchionThick / 2, obj1_size.z / 2);
            obj2_1.transform.parent        = TopShelf.transform; obj2_2.transform.parent = TopShelf.transform;
            obj2_1.transform.localPosition = new Vector3(0, -obj1_size.y + CrossStanchion_size.y / 2, HSSP.ColumnWidth / 2 + HSSP.VerticalStanchionWidth);
            obj2_2.transform.localPosition = new Vector3(0, -obj1_size.y + CrossStanchion_size.y / 2, HSSP.ColumnWidth / 2 + HSSP.VerticalStanchionWidth);
            obj3.transform.parent          = TopShelf.transform;
            obj3.transform.localPosition   = new Vector3(0, -obj3_size.y / 2, obj1_size.z - obj3_size.z / 2);

            obj4.transform.parent        = TopShelf.transform; obj5.transform.parent = TopShelf.transform;
            obj4.transform.localPosition = new Vector3(temp_value1, -tempvalue1 / 2 - obj1_size.y / 2, tempvalue2 / 2);
            obj5.transform.localPosition = new Vector3(-temp_value1, -tempvalue1 / 2 - obj1_size.y / 2, tempvalue2 / 2);
            //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(TopShelf);
        }
Esempio n. 9
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        public static void Create_HighStoreShelf(HighStoreShelf_Parameter HSSP, GameObject HighStoreShelf)
        {
            float TempValue1 = HSSP.ColumnWidth + HSSP.VerticalStanchionWidth;
            float TempValue2 = HSSP.ColumnWidth / 2 + HSSP.VerticalStanchionWidth;
            float TempValue3 = HSSP.Height2Ground;

            for (int i = 0; i < HSSP.FloorsNum; i++)
            {
                GameObject MainShelf = new GameObject(); MainShelf.name = "MainShelf";
                Create_MainShelf(HSSP, i, MainShelf);
                for (int j = 0; j < HSSP.ColumnsNum; j++)
                {
                    GameObject clone = Instantiate(MainShelf); clone.name = MainShelf.name + "_" + (i + 1).ToString() + "_" + (j + 1).ToString();
                    clone.transform.parent        = HighStoreShelf.transform;
                    clone.transform.localPosition = new Vector3(0, TempValue3, TempValue2 + j * TempValue1);
                }
                GameObject EndShelf = new GameObject(); EndShelf.name = "EndShelf" + (i + 1).ToString();
                Create_EndShelf(HSSP, i, EndShelf);
                //MyClass.Create2(EndShelf);
                EndShelf.transform.parent        = HighStoreShelf.transform;
                EndShelf.transform.localPosition = new Vector3(0, TempValue3, HSSP.ColumnsNum * TempValue1 + HSSP.VerticalStanchionWidth / 2);
                TempValue3 = TempValue3 + HSSP.FloorsHigh[i];
                DestroyImmediate(MainShelf);
            }
            GameObject Foot     = new GameObject(); Foot.name = "Foot"; Create_Foot(HSSP, Foot);
            GameObject TopShelf = new GameObject(); TopShelf.name = "TopShelf"; Create_TopShelf(HSSP, TopShelf);

            //MyClass.Create2(TopShelf);
            for (int i = 0; i < HSSP.ColumnsNum; i++)
            {
                GameObject clone1 = Instantiate(Foot); clone1.name = Foot.name + (i + 1).ToString();
                clone1.transform.parent        = HighStoreShelf.transform;
                clone1.transform.localPosition = new Vector3(0, 0, HSSP.VerticalStanchionWidth / 2 + i * TempValue1);

                GameObject clone2 = Instantiate(TopShelf); clone2.name = TopShelf.name + (i + 1).ToString();
                clone2.transform.parent        = HighStoreShelf.transform;
                clone2.transform.localPosition = new Vector3(0, TempValue3, TempValue2 + i * TempValue1);
            }
            Foot.name = Foot.name + (HSSP.ColumnsNum + 1).ToString(); Foot.transform.parent = HighStoreShelf.transform;
            Foot.transform.localPosition = new Vector3(0, 0, HSSP.ColumnsNum * TempValue1 + HSSP.VerticalStanchionWidth / 2);
            GameObject TopShelf0 = new GameObject(); TopShelf0.name = TopShelf.name + 0.ToString();

            Create_TopShelf1(HSSP, TopShelf0);
            GameObject TopShelf1 = Instantiate(TopShelf0); TopShelf1.name = TopShelf.name + (HSSP.ColumnsNum + 1).ToString();

            TopShelf1.transform.Rotate(0, 180, 0);
            TopShelf0.transform.parent        = HighStoreShelf.transform; TopShelf1.transform.parent = HighStoreShelf.transform;
            TopShelf0.transform.localPosition = new Vector3(0, TempValue3, HSSP.ColumnsNum * TempValue1 + HSSP.VerticalStanchionWidth);
            TopShelf1.transform.localPosition = new Vector3(0, TempValue3, 0);
            DestroyImmediate(TopShelf);
        }
Esempio n. 10
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        public static void Create_MainShelf(HighStoreShelf_Parameter HSSP, int i, GameObject MainShelf)
        {
            GameObject TopShelf = new GameObject();

            Create_TopShelf(HSSP, TopShelf);
            GameObject EndShelf = new GameObject();

            Create_EndShelf(HSSP, i, EndShelf);
            TopShelf.transform.parent        = MainShelf.transform;
            TopShelf.transform.localPosition = new Vector3(0, 0, 0);
            EndShelf.transform.parent        = MainShelf.transform;
            EndShelf.transform.localPosition = new Vector3(0, 0, -(HSSP.ColumnWidth + HSSP.VerticalStanchionWidth) / 2);
            //GameObject.Find("ScriptsContainer").GetComponent<MyClass>().Create2(MainShelf);
        }