/// <summary>
        /// Untracks target; removes target from tracking list
        /// </summary>
        private static void UntrackTarget(GameObject target)
        {
#if UNITY_2019_2_OR_NEWER
            target.TryGetComponent(out IndicatorTarget ITarget);
#else
            IndicatorTarget ITarget = target.GetComponent <IndicatorTarget>();
#endif
            ITarget.enabled = false;
            Targets.Remove(ITarget);
        }
        /// <summary>
        /// Returns the IndicatorTarget component of the target
        /// </summary>
        private static IndicatorTarget GetIndicatorTarget(GameObject target)
        {
            IndicatorTarget ITarget = target.GetComponent <IndicatorTarget>();

            if (ITarget != null)
            {
                for (int i = 0; i < Targets.Count; i++)
                {
                    if (ITarget = Targets[i])
                    {
                        return(ITarget);
                    }
                }
            }
            return(null);
        }
        /// <summary>
        /// Tracks target; add a IndicatorTarget component to the target if it doesn't already exist and add to tracking list.
        /// </summary>
        private static void TrackTarget(GameObject target)
        {
#if UNITY_2019_2_OR_NEWER
            target.TryGetComponent(out IndicatorTarget ITarget);
#else
            IndicatorTarget ITarget = target.GetComponent <IndicatorTarget>();
#endif
            //If the target doesn't have a indicator... Add one
            if (ITarget == null)
            {
                ITarget = target.AddComponent <IndicatorTarget>();
            }
            //Else if the target already has an indicator, check if it just needs to be added to the tracking list if not already
            else if (!Targets.Contains(ITarget))
            {
                Targets.Add(ITarget);
            }
            else
            {
                Debug.Log("Target is already being tracked.");
            }
            ITarget.enabled = true;
        }
 private void Awake()
 {
     mTarget = GetComponent <IndicatorTarget>();
 }