public void CF_Action_AttachKeyToActor(PMGActor actor, PMGValueStack localStack)
            {
                //disables/removes other events and adds parrents this actor under the other, or follows it constantly 

                //add key to players "inventory"
                if (localStack.GetActor().HasKey == false)
                {
                    localStack.GetActor().HasKey = true;
                    //Debug.Log("got the key");


                    /*GameObject Anchor = GameObject.Find("ActorAnchor");
                    //if()
                    GameObject talk = Instantiate(Resources.Load("Prefabs/TalkBlock"), SingleMapManager.Instance.GameMap[actor.position[0], actor.position[1]].transform.position + new Vector3(2f, 2f, -1), Quaternion.identity) as GameObject;
                    talk.transform.eulerAngles = SingleMenuManager.Instance.LeRotation();
                    talk.GetComponent<Renderer>().material.mainTexture = (Texture2D)Resources.Load("Textures/GettingKey") as Texture2D;
                    talk.transform.parent = Anchor.transform;
                    talk.name = "Here have the key";//*/
                }
                


                //turn display off maybe
                //SingleInstanceManager.Instance.unityActors
            }
            public bool CF_CheckStats_ActorHasMaxKeys(PMGActor actor, PMGValueStack localStack)
            {
                if (localStack.GetActor().HasKey)
                {
                    return(true);
                }

                return(false);
            }
            public void CF_GameWin(PMGActor actor, PMGValueStack localStack)
            {
                //Debug.Log("you won lolololol");
                if (localStack.GetActor().HasKey == false)
                {
                    
                    //Debug.Log("got the key");


                    /*GameObject Anchor = GameObject.Find("ActorAnchor");
                    //if()
                    GameObject talk = Instantiate(Resources.Load("Prefabs/TalkBlock"), SingleMapManager.Instance.GameMap[actor.position[0], actor.position[1]].transform.position + new Vector3(2f, 2f, -1), Quaternion.identity) as GameObject;
                    talk.transform.eulerAngles = SingleMenuManager.Instance.LeRotation();
                    talk.GetComponent<Renderer>().material.mainTexture = (Texture2D)Resources.Load("Textures/GoGetKey") as Texture2D;
                    talk.transform.parent = Anchor.transform;
                    talk.name = "Go get the key";//*/
                }
                else
                {
                    //Debug.Log("you won lolololol");
                    //hack job stuff
                    /*SingleMenuManager.Instance.DeSelectAllM();
                    SingleMenuManager.Instance.DestroyAll();
                    SingleMenuManager.Instance.SelectMenu(8);
                    SingleMenuManager.Instance.SelectFirstOrActiveButton();
                    //SingleInputManager.Instance.inMenu = true;
                    SingleMenuManager.Instance.InstantiateCurrent();
                    //diplay the selected button in unity and throwing default color on the rest
                    SingleMenuManager.Instance.DisplayUnitySelected();
                    SingleInputManager.Instance.inMenu = true;*/

                    //Console.Write("YOU WIN LOLOLOL");
                    //System.Threading.Thread.Sleep(10000);

                }

            }