public void TemporarilyDisableNodeD()
 {
     //allows you to actually get off nodes instead of constantly attaching
                                         //called when you leave a node line
     anim.SetBool (_currentNodeD.key, false);  //sets the animation state to false
     _currentNodeD.DisableNodeSending ();
     _currentNodeD = null;
     attachedNodes.Clear ();
     Invoke ("EnableNodeD", .3f);
 }
 public void OnlyOneNodeD(Node_Detector _nd )
 {
     //called  when you first get onto a node line
     _currentNodeD = _nd;
     anim.SetBool (_currentNodeD.key, true); //sets the animation state to attached
     attachPos = _nd.alignPos;
     for(int i = 0; i < nodeDList.Count ; i++){
         if(nodeDList[i] != _nd){
             Debug.Log(nodeDList[i].name + " disabled");
             nodeDList[i].DisableNodeSending();
         }
     }
 }