// Use this for initialization
 void Start()
 {
     foreach (GameObject lockedAnimal in lockedAnimals.GetAsNewList())
     {
         TryToMakeItInteractable(lockedAnimal.transform);
     }
 }
 // Use this for initialization
 void Start()
 {
     foreach (GameObject lockedAnimal in lockedAnimals.GetAsNewList())
     {
         lockedAnimal.AddComponent <MakeUnavailable>();
     }
     enabled = false;
 }
 // Use this for initialization
 void Start()
 {
     foreach (GameObject lockedAnimal in lockedAnimals.GetAsNewList())
     {
         // Add cuteLock to locked animal
         if (cuteLockPrefab != null)
         {
             GameObject cuteLock = Instantiate <GameObject>(cuteLockPrefab);
             cuteLock.transform.localScale = new Vector3(0.3f, 0.3f, 1.0f);
             cuteLock.transform.parent     = transform;
             cuteLock.name = lockedAnimal.name;
             Follow follow = cuteLock.AddComponent <Follow>();
             follow.target = lockedAnimal.transform;
             if (cuteLocks != null)
             {
                 cuteLocks.Add(cuteLock.name, cuteLock);
             }
         }
     }
     enabled = false;
 }