//a method that sets the target resource to collect locally
        public override void SetTargetLocal(Resource newTarget)
        {
            if (newTarget.IsEmpty() || newTarget == null || (target == newTarget && dropOffStatus != DropOffStatus.done))                                                                //if the new target is invalid or it's already the collector's target (if the collector is not coming back after dropping off resources)
            {
                return;                                                                                                                                                                  //do not proceed
            }
            if (target != newTarget)                                                                                                                                                     //if the resource wasn't being collected by this collector:
            {
                if (newTarget.WorkerMgr.currWorkers < newTarget.WorkerMgr.GetAvailableSlots() && (newTarget.CanCollectOutsideBorder() == true || newTarget.FactionID == unit.FactionID)) //does the new target has empty slots in its worker manager? and can this be collected outside the border or this under the collector's territory
                {
                    CancelDropOff();                                                                                                                                                     //cancel drop off if it was pending

                    Stop();                                                                                                                                                              //stop collecting from the last resource (if there was one).

                    //set new target
                    inProgress = false;
                    target     = newTarget;

                    inProgressObject = null; //initially set to nothing

                    if (collectionObjectsDic.TryGetValue(target.GetResourceType().GetName(), out CollectionObject collectionObject))
                    {
                        inProgressObject = collectionObject.obj; //update the current collection object
                    }
                    //Search for the nearest drop off building if we are not automatically collecting:
                    if (!gameMgr.ResourceMgr.CanAutoCollect())
                    {
                        UpdateDropOffBuilding();
                    }

                    //Move the unit to the resource and add the collector to the workers list in the worker manager
                    gameMgr.MvtMgr.PrepareMove(unit, target.WorkerMgr.Add(unit), target.GetRadius(), target, InputMode.resource, false);

                    CustomEvents.OnUnitCollectionOrder(unit, target); //trigger custom event
                }
            }
            else if (dropOffStatus == DropOffStatus.done) //collector is going back to the resource after a drop off
            {
                gameMgr.MvtMgr.PrepareMove(unit, target.WorkerMgr.GetWorkerPos(unit.LastWorkerPosID), target.GetRadius(), target, InputMode.resource, false);
                dropOffStatus = DropOffStatus.goingBack;
            }
        }