/// <summary>
 /// Resumes the Interactable ungrabbed by the Interactor.
 /// </summary>
 /// <param name="interactable">The Interactable to resume.</param>
 protected virtual void ResumeInteractorUngrabbedCollision(InteractableFacade interactable)
 {
     if (!Facade.IgnoredGameObjects.Contains(interactable.gameObject) &&
         (
             interactable.GrabbingInteractors.Count == 0 ||
             !Facade.IgnoredGameObjects.NonSubscribableElements.Intersect(GetGameObjectListFromInteractorFacadeList(interactable.GrabbingInteractors)).Any())
         )
     {
         CollisionsToIgnore.RunWhenActiveAndEnabled(() => CollisionsToIgnore.Targets.Remove(interactable.gameObject));
     }
 }
 /// <summary>
 /// Resumes the interactable ungrabbed by the interactor.
 /// </summary>
 /// <param name="interactable">The interactable to resume.</param>
 protected virtual void ResumeInteractorUngrabbedCollision(InteractableFacade interactable)
 {
     CollisionsToIgnore.RunWhenActiveAndEnabled(() => CollisionsToIgnore.Targets.Remove(interactable.gameObject));
 }
 /// <summary>
 /// Ignores the interactable grabbed by the interactor.
 /// </summary>
 /// <param name="interactable">The interactable to ignore.</param>
 protected virtual void IgnoreInteractorGrabbedCollision(InteractableFacade interactable)
 {
     CollisionsToIgnore.RunWhenActiveAndEnabled(() => CollisionsToIgnore.Targets.AddUnique(interactable.gameObject));
 }
 /// <summary>
 /// Resumes all of the colliders on the interactor collection.
 /// </summary>
 public virtual void ResumeInteractorsCollisions(InteractorFacade interactor)
 {
     CollisionsToIgnore.RunWhenActiveAndEnabled(() => CollisionsToIgnore.Targets.Remove(interactor.gameObject));
     interactor.Grabbed.RemoveListener(IgnoreInteractorGrabbedCollision);
     interactor.Ungrabbed.RemoveListener(ResumeInteractorUngrabbedCollision);
 }
 public virtual void ResumeInteractorsCollisions(InteractorFacade interactor)
 {
     CollisionsToIgnore.RunWhenActiveAndEnabled(() => CollisionsToIgnore.Targets.Remove(interactor.gameObject));
 }