public virtual void Remove()
        {
            State = CollectableState.Off;
            ResetToDefaults();
            _handler.ReturnItemToPool(this);

            // If _cO is this.gameObject, respawning doesn't work
            // (Update is not called)
            //if (!(_respawnsAfterRest && _collectableObject == gameObject))
            //{
            //    _collectableObject.SetActive(false);
            //}
        }