void EnableComponents()
    {
        //Turn the light "on" by setting its material to the deactive (red) light
        MeshRenderer lightRenderer = _attachedLight.GetComponent <MeshRenderer>();

        lightRenderer.material = _startingMat;

        //Activate the switch so it can be toggled
        Power_Switch switchScript = GetComponent <Power_Switch>();

        switchScript.enabled = true;

        //Toggle the activated bool so this activation only occurs once
        _activated = true;
    }
    //Method to check the power from whatever input is attached to this component
    //such as a switch or the control panel
    bool CheckInputs()
    {
        int poweredCount = 0;

        for (int i = 0; i < inputObjects.Length; ++i)
        {
            GameObject obj = inputObjects[i];
            switch (obj.tag)
            {
            case "Control Panel":
                FuseBox_Puzzle panelScript = obj.GetComponent <FuseBox_Puzzle>();
                if (panelScript.GetPowerState())
                {
                    ChangeLights(i, true);
                    poweredCount++;
                }
                break;

            case "Keycard Reader":
                Read_Keycard keycardScript = obj.GetComponent <Read_Keycard>();

                //Flip the state of the "IsLocked" method for consistency
                bool _keyCardReaderUnlocked = !keycardScript.IsLocked();

                if (_keyCardReaderUnlocked)
                {
                    ChangeLights(i, true);
                    poweredCount++;
                }
                break;

            case "Codelock":
                Read_Code codeLockScript = obj.GetComponent <Read_Code>();
                if (codeLockScript.IsUnlocked())
                {
                    ChangeLights(i, true);
                    poweredCount++;
                }
                break;

            case "Power Switch":
                Power_Switch switchScript = obj.GetComponent <Power_Switch>();
                if (switchScript.getActiveState())
                {
                    //Debug.Log("Switch flipped");
                    ChangeLights(i, true);
                    poweredCount++;
                }
                else
                {
                    ChangeLights(i, false);
                    poweredCount--;
                }
                break;

            case "Generator Switch":
                Generator_Switch genSwitchScript = obj.GetComponent <Generator_Switch>();
                if (genSwitchScript.IsFlipped())
                {
                    ChangeLights(i, true);
                    poweredCount++;
                }
                break;

            default:
                throw new UnityException("Invalid input object attached to " + gameObject.name);
            }
        }

        return(poweredCount == inputObjects.Length);
    }