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; }
// 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); }