public override void setSelectedObject(Activateable obj, Vector3 offset)
 {
     // Can't select currently held weapon
     if(obj.GetType() != typeof(Rifle) && obj.GetType() != typeof(Weapon) && activateableTypes.Exists(t => t == obj.GetType().BaseType || t == obj.GetType()))
     {
         selectedObject = obj;
         Destroy(activationTexture);
         Vector3 distance = gameObject.transform.position - obj.transform.position;
         distance.y = 0.0f;
         Quaternion rotation = Quaternion.Euler(90.0f, Quaternion.LookRotation(distance).eulerAngles.y, 0.0f);
         activationTexture = (GameObject)Instantiate(activationPrefab, obj.rigidbody.transform.position + Vector3.up + offset, rotation);
     }
 }
 public virtual void setSelectedObject(Activateable obj, Vector3 offset)
 {
     // Can't select currently held weapon
     if(obj != weaponHandler.weapon && activateableTypes.Exists(t => t == obj.GetType().BaseType))
     {
         selectedObject = obj;
     }
 }