private void Awake()
 {
     personQueue    = new Queue <GameObject>();
     elevatorScript = elevatorObj.GetComponent <ElevatorScript>();
     eleTransition  = new GameObjectTransition(elevatorObj, elevatorObj.transform.position, elevatorScript.eleSpeed);
     travelledUp    = new Queue <GameObject> [elevatorScript.numFloors];
     for (int i = 0; i < elevatorScript.numFloors; i++)
     {
         travelledUp[i] = new Queue <GameObject>();
     }
     personTransitionList = new List <GameObjectTransition>();
     eventList            = CSVReader.Read("DataCSVModified");
     sizeFloor            = 2 * yLimit / numFloors;
 }
示例#2
0
    // Start is called before the first frame update

    private void Awake()
    {
        isMoving     = false;
        isMovingUp   = false;
        cameraScript = cameraObj.GetComponent <CameraScript>();
        sizeFloor    = 2 * yLimit / numFloors;
        eleTrans     = new GameObjectTransition(gameObject, transform.position, eleSpeed);
        currLoad     = new List <GameObject>();

        RectTransform rtEle = gameObject.GetComponent <RectTransform>();

        Vector3[] vEle = new Vector3[4];
        rtEle.GetWorldCorners(vEle);
        float eleHeight = vEle[1].y - vEle[0].y;

        rtEle.localScale = new Vector3(rtEle.lossyScale.x, sizeFloor / eleHeight, rtEle.lossyScale.z);
    }