// Update is called once per frame void Update() { //if you can, turn string into int int.TryParse(gameObject.tag, out index); //if player is in the air, and the object isn't, then jump if ((jumper.transform.position.y >= 2.0) && (gameObject.GetComponent <Rigidbody>().velocity.y == 0.0f)) { ObserverPluginWrapper.Trigger(index); } //checks if observerd is triggered, then tells it to go if (ObserverPluginWrapper.GetTriggered(index, 0)) { Rigidbody rigidbody = gameObject.GetComponent <Rigidbody>(); rigidbody.AddForce(new Vector3(0, 7.5f, 0), ForceMode.Impulse); ObserverPluginWrapper.Untrigger(index); } }
void Start() { //if you can, turn string into int int.TryParse(gameObject.tag, out index); if (index == 0) { ObserverPluginWrapper.Initiate(); //creates events ObserverPluginWrapper.CreateObserverEvent(); ObserverPluginWrapper.CreateObserverEvent(); ObserverPluginWrapper.CreateObserverEvent(); ObserverPluginWrapper.CreateObserverEvent(); ObserverPluginWrapper.CreateObserverEvent(); //creates observers ObserverPluginWrapper.CreatePlayerJumpObserver(0); ObserverPluginWrapper.CreatePlayerJumpObserver(1); ObserverPluginWrapper.CreatePlayerJumpObserver(2); ObserverPluginWrapper.CreatePlayerJumpObserver(3); ObserverPluginWrapper.CreatePlayerJumpObserver(4); } }