This commit is contained in:
Ovid
2024-09-09 18:58:33 +08:00
20 changed files with 3016 additions and 388 deletions
+4 -3
View File
@@ -87,7 +87,7 @@ LineRenderer:
m_Curve:
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@@ -99,8 +99,8 @@ LineRenderer:
m_RotationOrder: 4
colorGradient:
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@@ -195,3 +195,4 @@ MonoBehaviour:
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m_Name:
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+51 -2
View File
@@ -40,6 +40,7 @@ public class EyeManager : MonoBehaviour
private bool isFirstTarget=true; // 新增的字段
private float colorTransitionDuration;
private EyeState currentState=EyeState.CanImagineColor;
public EyeState CurrentState
@@ -55,13 +56,13 @@ public class EyeManager : MonoBehaviour
}
}
}
private Tween hsvShiftTween;
private void Awake()
{
InitializeTargets();
}
private void Start()
{
@@ -286,7 +287,51 @@ private float MapSaturation(float input)
return Mathf.Lerp(-100, 0, input);
}
private Sequence glitchin;
[YarnCommand("EyeGlitch_in")]
public IEnumerator EyeGlitch_in()
{
glitchin = DOTween.Sequence();
Material material = eyeImage.material;
if(eyeImage==null)
{
Debug.LogError("No eyeImage");
yield break;
}
// _HsvShift 从 0 ~ 360 来回变化
hsvShiftTween = DOTween.To(() => material.GetFloat("_HsvShift"), x => material.SetFloat("_HsvShift", x), 360, 1f)
.SetLoops(-1, LoopType.Yoyo);
glitchin.Append(hsvShiftTween);
// _GlitchAmount 1 秒内从 0 ~ 8
glitchin.Insert(0, DOTween.To(() => material.GetFloat("_GlitchAmount"), x => material.SetFloat("_GlitchAmount", x), 8, 1f));
// _WarpStrength 1 秒内从 0 ~ 0.015
glitchin.Insert(0, DOTween.To(() => material.GetFloat("_WarpStrength"), x => material.SetFloat("_WarpStrength", x), 0.015f, 1f));
yield return new WaitForSeconds(1f);
}
[YarnCommand("EyeGlitch_out")]
public void EyeGlitch_out(float duration)
{
Material material = eyeImage.material;
if(eyeImage==null)
{
Debug.LogError("No eyeImage");
return;
}
if (glitchin != null && glitchin.IsActive())
{
glitchin.Kill();
}
material.DOFloat(0,"_WarpStrength", duration);
material.DOFloat(0,"_GlitchAmount", duration);
material.DOFloat(0,"_HsvShift", duration);
// 确保之前的动画被停止
}
@@ -333,7 +378,11 @@ public IEnumerator SetEyeColor(string color,string memoryName=null)
Sequence sequence = DOTween.Sequence();
// 添加一个 tween 来改变 _RoundWaveStrength 的值
sequence.Append(material.DOFloat(1, "_RoundWaveStrength", 2));
sequence.Append(material.DOFloat(1, "_RoundWaveStrength", 2)).OnComplete(() =>
{
EyeGlitch_out(0.5f);
});
// 根据颜色改变 _ColorChangeTolerance 的值
switch (color.ToLower())
+442 -339
View File
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<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
<<messagebox MessageBox "warning" "被质询的访问进程,请测试以生成特征码">>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
我: 这个报错信息是什么意思?……最好进去看看。
<<add_task TaskManager "深入视觉模块进行检查" "使用检查线检查头部模块">>
->深入检查视觉
@@ -250,7 +255,9 @@ position: 74,15
<<if $MemorySocketVisited_PeipeiTalk==false>>
<<set $MemorySocketVisited_PeipeiTalk=true>>
<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "normal" "MemoryModule is normal">>
<<if $EyeVisited_PeipeiTalk==true&&$UFVisited_PeipeiTalk==true>>
@@ -285,7 +292,9 @@ position: 74,15
<<if $SpeakSocketVisited_PeipeiTalk==false>>
<<set $SpeakSocketVisited_PeipeiTalk=true>>
<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
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<<messagebox MessageBox "normal" "SpeakModule is normal">>
我: 语言看起来没问题。
@@ -294,7 +303,9 @@ position: 74,15
<<if $EmoSocketVisited_PeipeiTalk==false>>
<<set $EmoSocketVisited_PeipeiTalk=true>>
<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
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<<messagebox MessageBox "normal" "EmoModule is normal">>
我: 情绪看起来没问题。
@@ -491,7 +502,7 @@ position: -552,-78
//->CloseBook
//<<解锁条目-UF模块1>>
->进行快速绘图检查
我: 佩佩,你右眼的UF模块运转似乎不太正常,我需...
我: 佩佩,你右眼的UF模块运转似乎不太正常,我需...#next_step
//我: UFSocketVisited_PeipeiTalk
//佩佩: 啊,UF?怪不得它最近画的图都那么奇怪……
佩佩: 啊,是我把UF模块搞坏掉了么?
@@ -543,7 +554,7 @@ position: -552,-78
佩佩: 我不太清楚...
佩佩: 但是我们都要经过艺术学校的教育,再进行改造
佩佩: 虽然大家的UF模块都一样,但是表现也会有不同
佩佩: 之前我们学校成绩好的人,现在她的UF绘图也是最好的
佩佩: 之前我们学校成绩好的人,现在她的UF绘图绩效也是最好的
佩佩:我就...
我: (自言自语)看起来UF是需要使用这些绘画经验,只是能更高效发挥
<<jump UFtestDiscuss>>
@@ -563,6 +574,7 @@ position: -546,144
佩佩: 好的,医生。罐头…海报……
佩佩: 我们想要罐头在什么地方呢?
->手上
///感觉现在设定不是这样了?
我: 毕竟是给机器人吃的,让它由一个机器人拿着吧。
佩佩: 说的对,我想想……他应该是怎样的表情呢?
->严肃的
@@ -806,7 +818,7 @@ position: 345,412
<<fade_out 1>>
<<add_task TaskManager "修好佩佩的UF模块">>
<<add_task TaskManager "执行记忆-记忆桥阻断术,切断连接" "修好佩佩的UF模块">>
<<add_task TaskManager "执行记忆-记忆桥阻断术" "修好佩佩的UF模块">>
<<wait 0.5>>
<<task_moveIn TaskManager>>
@@ -821,7 +833,7 @@ position: 85,821
[options /]
-> MemoryEyeScissor
<<set_scissors_mode LineManager false>>
<<complete_task TaskManager "执行记忆-记忆桥阻断术,切断连接">>
<<complete_task TaskManager "执行记忆-记忆桥阻断术">>
///<<shakeScreen ScreenEffect>>
///<<hide_dialog>>
///<<wait 2>>
@@ -7,6 +7,9 @@ tags:
position: 58,-1212
---
//<<CharacterInit>>
// <<load_scene 佩佩视觉模块>>
// <<jump ColorRecover>>
<<jump TV>>
===
@@ -145,7 +148,9 @@ position: 77,22
-> UFView
<<if $UFSocketVisited_PeipeiTalk2==false>>
<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "warning" "温度过高,已降频">>
//插入UF模块
@@ -185,7 +190,9 @@ position: 77,22
-> EyeView
<<if $EyeSocketVisited_PeipeiTalk2==false>>
<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "warning" "记忆访问无应答,正在尝试跳线访问">>
//插入Eye模块
@@ -221,7 +228,9 @@ position: 77,22
-> MemoryView
<<if $MemorySocketVisited_PeipeiTalk2==false>>
<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "normal" "MemoryModule is normal">>
//插入Memory模块
@@ -237,7 +246,9 @@ position: 77,22
<<if $LogicSocketVisited_PeipeiTalk2==false>>
<<set $LogicSocketVisited_PeipeiTalk2=true>>
<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "normal" "LogicModule is normal">>
我: 逻辑看起来没问题。
@@ -247,7 +258,9 @@ position: 77,22
<<if $SpeakSocketVisited_PeipeiTalk2==false>>
<<set $SpeakSocketVisited_PeipeiTalk2=true>>
<<messagebox MessageBox "normal" "正在进行检测...请稍后">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
<<endif>>
<<messagebox MessageBox "normal" "SpeakModule is normal">>
我: 语言看起来没问题。
@@ -702,7 +715,9 @@ position: 85,821
//<<Set_VeiwCrowSocketAvailable ViewManager "UFView" true>>
//[command name=activate_socket_choice /]
//->UFViewCrowBar//要拆除哪个veiw就加后缀
<<fade_in 1>>
<<Set_ViewVisualState ViewManager "UFView" 1>>
<<fade_out 1>>
//////撬开来之后佩佩应该就开始痛,直到你说这不会停下,佩佩吼着让你把它拆掉
佩佩: 啊…医生,又开始痛了…
我: 不好…看来UF的光漏了出来,正在灼烧她的左侧视觉……
@@ -755,6 +770,7 @@ position: 85,821
我: 色觉模块吗?
佩佩: 当然啦。我想知道,我的想象一直都是对的吗?
佩佩: 我已经太久没有看到过真实的色彩了…我想要看到。
//////这里感觉是不是说规定好一点?其实感觉医生这里爆粗会不错233
我: 这已经超出了公司雇佣我希望我完成的工作了……
我: 但是…为什么不呢?
我: 我们来吧。
@@ -780,19 +796,29 @@ position: 85,1052
佩佩: 这不是你告诉我的道理吗?
佩佩: 我知道你有任务在身,但你是真心想要帮助我,治好我……
佩佩: 你说想象力是可贵的,尽管想象力不能帮我更好地操作UF。
佩佩: 医生,我觉得你的慈悲心也是可贵的。
佩佩: 你说艺术家是伟大的,你也是伟大的,医生。
//感觉慈悲和伟大从佩佩嘴里说出来略怪
佩佩: 医生,我觉得你也是可贵的
//佩佩: 医生,我觉得你的慈悲心也是可贵的。
//佩佩: 你说艺术家是伟大的,你也是伟大的,医生。
我: ……
->谢谢你
我: 谢谢你,佩佩……谢谢你。
佩佩: 真希望你能一直这样…真希望我们都能一直这样。
佩佩: ……
->我担不起
我: 我…并不伟大。我失败了,佩佩。
佩佩: 不,你尽力了,医生。换一个人来,也不会做的更好的……
->照顾好自己
我: 佩佩,照顾好自己...
佩佩: 我会的!
佩佩: 在水下已经太久了...马上,我就要去大口的呼吸了!
佩佩: 医生,别担心我
// ->我担不起
// 我: 我…并不伟大。我失败了,佩佩。
// 佩佩: 不,你尽力了,医生。换一个人来,也不会做的更好的……
我: 啊…初始化完成了,佩佩。回复色觉的过程可能会有些痛,准备好了吗?
佩佩: 当然,来吧。
->执行色觉校准
//->执行色觉校准
<<hide_dialog>>
<<set_EyeState EyeManager "CannotImagineColor">>
<<start_transition ViewManager "EyeView">>
//我们的两次上色都是从无色开始,所以先进入无色模式
//<<set_EyeState EyeManager "CannotImagineColor">>
//<<start_transition ViewManager "EyeView">>
@@ -811,11 +837,11 @@ position: 85,1052
//<<set_EyeColor EyeManager "blue" "liuying1-3">>
//如果这里不想要混合这一步,也可以自己做逻辑判断,在最后一部直接调用以下部分
->校准颜色
<<hide_dialog>>
<<set_EyeState EyeManager "CanSeeColor">>
<<EyeGetColor EyeManager>>
<<EyeGlitch_in EyeManager>>
//<<set_EyeState EyeManager "CanSeeColor">>
佩佩: 啊…啊啊啊!好多……
我: 佩佩? #auto_next
<<EyeGetColor EyeManager>>
佩佩: 啊,啊!啊!!
我: 坚持住,佩佩!
佩佩: 啊…美丽的……
@@ -829,7 +855,9 @@ position: 85,1052
<<wait 1>>
<<set_Eyetarget EyeManager "plant">>
佩佩: 我已经……太久没有……
我: 好了佩佩,让我们收拾一下……
//我: 好了佩佩,让我们收拾一下……
我: 好了佩佩,你需要休息一下
我: 外面会有更多的色彩可以让你“呼吸”
<<complete_task TaskManager "校准色觉">>
<<task_moveOut TaskManager>>
<<jump EndTreatment>>
@@ -34,9 +34,15 @@ position: 55,-1208
我: 佩佩现在还在休眠,是先把她唤醒打个招呼还是先给她装上UF模块呢?
->先唤醒佩佩
我: 还是先让佩佩恢复正常吧,在患者不知情的情况下做手术…我不想这么做。
<<messagebox MessageBox "functioning" "尝试重启中">>
<<messagebox MessageBox "normal" "尝试重启中">>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
佩佩的pulse恢复正常,然后又回到怠速
<<messagebox MessageBox "warning" "目标状态:休眠中">>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
我: 他们是怎么远程给她的身体发这种底层指令的?
我: 这么说,公司岂不是可以让任何一个人休眠?
我: …看来是不可能不装上UF就唤醒佩佩了。
@@ -56,7 +62,9 @@ position: 55,-1208
///->CloseBook
///UF安装的部分还没有做,需要补充
->将UF放在对应的位置上
<<fade_in 1>>
<<Set_ViewVisualState ViewManager "UFView" 2>>
<<fade_out 1>>
将铆钉放在对应的位置上并钉上4个铆钉。钉第一个的时候触发对话
我: 这个声音听起来真糟糕。
->钉好剩下的铆钉
@@ -64,16 +72,26 @@ position: 55,-1208
我: 难道说一定要把色觉芯片装给UF吗?
//////取下色觉模块感觉是需要额外一步任务目标提示的
->取下佩佩的色觉模块,安装给UF
<<fade_in 1>>
<<Set_ViewVisualState ViewManager "UFView" 1>>
<<fade_out 1>>
我: 好,应该可以启动了。
->安装UF外壳
<<fade_in 1>>
<<Set_ViewVisualState ViewManager "UFView" 0>>
<<complete_task TaskManager "安装UF模块">>
<<fade_out 1>>
我: 佩佩,醒来吧。
<<messagebox MessageBox "functioning" "尝试重启中">>
佩佩的pulse恢复正常,UF模块亮起红灯
<<messagebox MessageBox "normal" "尝试重启中">>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
///佩佩的pulse恢复正常,UF模块亮起红灯
<<messagebox MessageBox "warning" "关键模块未正常运行,请排除故障">>
<<add_task TaskManager "排除故障" "重新启动佩佩">>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
佩佩: 好美……
我: 佩佩?
佩佩: 医生……
@@ -218,11 +236,17 @@ position: 55,-1208
->执行记忆色彩初始化
<<hide_dialog>>
<<messagebox MessageBox "normal" "正在执行记忆色彩初始化……请稍候">>
<<wait 1>>
<<Disable_plugInput Plug>>
<<wait 1>>
<<Enable_plugInput Plug>>
我: 对不起,佩佩...
<<wait 3>>
<<Disable_plugInput Plug>>
<<wait 3>>
<<Enable_plugInput Plug>>
<<messagebox MessageBox "warning" "只读的记忆,请进入记忆模块手动处理">>
<<wait 2>>
<<Disable_plugInput Plug>>
<<wait 2>>
<<Enable_plugInput Plug>>
//屏幕: 正在执行记忆色彩初始化……请稍候
//屏幕: 警告:只读的记忆,请进入记忆模块手动处理。
我: 只读记忆?
@@ -417,7 +441,7 @@ position: 55,-1208
佩佩: 是啊,就像那些流水线上的罐头,随着浪潮被抛起,落下,最后在不起眼的角落里蒙上尘埃。
佩佩: 认清形势,放弃幻想,不是么?
佩佩: 很高兴是你陪我度过这些梦境,又陪我梦醒,医生。
->突然发现可以捐献色觉(占位
->把自己的色觉模块给佩佩
<<jump Sacrification>>
<<endif>>
===
@@ -445,13 +469,14 @@ position: 55,-1208
我: 来吧。
<<fadeIn ScreenEffect 1>>
<<hide_dialog>>
<<fadeOut ScreenEffect 1>>
//<<fadeOut ScreenEffect 1>>
我: 啊……
<<flashRed ScreenEffect 0.2>>
<<hide_dialog>>
我: 啊!啊!!啊!!!
<<flashRed ScreenEffect 0.2>>
<<hide_dialog>>
<<fadeOut ScreenEffect 1>>
我: 呼……呼……
我: 自己给自己动手术,没办法关闭痛觉呢……
我: 我的色觉还没有完全消失……它还残留在视觉的缓存上。
@@ -459,7 +484,9 @@ position: 55,-1208
<<complete_task TaskManager "拆下自己的色觉模块">>
<<add_task TaskManager "给佩佩安装自己的色觉模块" "治好佩佩的色觉">>
->安装色觉芯片
<<fade_in 1>>
<<Set_ViewVisualState ViewManager "ColorView" 0>>
<<fade_out 1>>
屏幕: 已识别到色觉芯片,正在等待校准
我: 还有最后一件事情……色觉校准。
我: 去视觉模块校准对应的颜色吧。时间不多了……色觉正在减弱。
@@ -482,10 +509,16 @@ position: 55,-1208
我: 我需要让机器检索到关于颜色的记忆……我需要让佩佩的记忆转动起来。
我: 我需要你。佩佩,醒醒!
佩佩: 医生……
->以某种方式尝试呼唤佩佩,此处略
佩佩: 坚持住……医生……我要……
佩佩: 坚持住
我: 让我们来聊聊关于颜色的回忆……
//->以某种方式尝试呼唤佩佩,此处略
//佩佩说坚持住好像有点怪,是笔误么,我先注释了
// 佩佩: 坚持住……医生……我要……
// 佩佩: 坚持住。
我: 佩佩!你能听到我说话么...
佩佩: ......
我: 不行,她还是太虚弱了,但是现在我真的需要她
我: 我想想,有什么能帮助唤醒她呢?
//////感觉这里玩家自己想到会更有趣,可以做个选项
我: 对了!让我们来聊聊关于颜色的回忆……
//////帮我加下逻辑:玩家应该要可以按自由顺序问,问完全部3个继续
->谈论关于红色
我: 红色……你还记得你看到的夕阳吗?有人和你说他想一直坐在那儿……
@@ -501,8 +534,8 @@ position: 55,-1208
我: 呃啊,我的眼睛。
<<wait 1>>
<<Set_Saturation EyeManager 0.75 1>>
我: 我能感受到我的色觉正在消失。这感觉太奇怪了。
我: 让我们回到治疗上来。接下来是……
我: 色觉已经开始消失了么,这感觉太奇怪了。
我: 我得抓紧时间了,接下来是……
->谈论关于绿色
我: 绿色……记得你那次写生吗?佩佩,你说你想要一辈子都画画。
佩佩: 我记得,医生……好凉爽的风……
+3 -3
View File
@@ -538,8 +538,8 @@ RectTransform:
m_LocalScale: {x: 0, y: 0, z: 0}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 1613208941}
- {fileID: 783911287}
- {fileID: 1613208941}
m_Father: {fileID: 1343879457}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
@@ -1336,10 +1336,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 18a3ec3914131d44199ae33902edf159, type: 3}
m_Name:
m_EditorClassIdentifier:
runMode: 1
runMode: 0
firstTalkSO: {fileID: 11400000, guid: 10601ce26230723479d875a630f15732, type: 2}
clinicScene: ClinicScene
testYarnProject: Book
testYarnProject: PeipeiTalk2
--- !u!4 &719228339
Transform:
m_ObjectHideFlags: 0
+7 -1
View File
@@ -6,7 +6,13 @@ using UnityEngine;
public class Cable : MonoBehaviour
{
public Transform start;
public Transform end;
private Transform end;
public Transform End
{
get { return end; }
set { end = value; }
}
public int resolution = 10;
public float dstMin = 0.1f;
public float dstMax = 1.0f;
+12 -2
View File
@@ -20,11 +20,19 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp
public Image plugSprite; // new variable
public bool IsInDialogue { get; set; } = false;
private Cable cableref;
public Cable CableRef
{
get { return cableref; }
set { cableref = value; }
}
private void Awake()
{
image = GetComponent<Image>();
cableref=FindObjectOfType<Cable>();
cableref.End=transform;
}
private void Start()
@@ -43,14 +51,15 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp
DialogController.OnDialogueStart -= HandleDialogueStart;
DialogController.OnDialogueComplete -= HandleDialogueComplete;
}
[YarnCommand("Enable_plugInput")]
[YarnCommand("Disable_plugInput")]
public void HandleDialogueStart()
{
// Dialogue has started, disable plug interactions
IsInDialogue = true;
//Debug.Log("in dialogue");
}
[YarnCommand("Disable_plugInput")]
[YarnCommand("Enable_plugInput")]
public void HandleDialogueComplete()
{
// Dialogue has completed, enable plug interactions
@@ -82,6 +91,7 @@ public class Plug : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUp
}
if (isDragging)
{
CableRef.End=transform.GetChild(0).transform;
Vector3 screenPosition = new Vector3(eventData.position.x, eventData.position.y,
Camera.main.WorldToScreenPoint(transform.position).z);
Vector3 move = Camera.main.ScreenToWorldPoint(screenPosition);
+3 -1
View File
@@ -28,7 +28,7 @@ public class Socket : MonoBehaviour, ISocket
IsAvailable = false;
}
plug=p;
plug.CableRef.End=plug.transform;
// 可插入就可以触发对话
_option?.SelectOption();
}
@@ -37,7 +37,9 @@ public class Socket : MonoBehaviour, ISocket
{
IsAvailable = true;
MessageBox.Instance.HandleMessageBoxCommand("null","");
plug.CableRef.End=plug.transform.GetChild(0).transform;
plug=null;
}
public Vector2 GetPosition()