public void PrepareTargets(ICEWorldBehaviour _component)
        {
            if (!Enabled || !OwnerIsReady(_component) || PrepareTargetGameObject(_component) == null || !IsValidAndReady)
            {
                return;
            }

            PreparedTargets.Clear();

            Selectors.ResetStatus();

            Behaviour.CurrentBehaviourModeKey = GetBestBehaviourModeKey(Owner);

            PreparedTargets.Add(this as TargetObject);

            foreach (InteractorRuleObject _rule in m_Rules)
            {
                _rule.Selectors.ResetStatus();
                if (_rule.PrepareRuleTarget(OwnerComponent, this as TargetObject))
                {
                    PreparedTargets.Add(_rule as TargetObject);
                }
            }
        }