private void HandleCurrentTarget() { // If current target is a collectible, call Collect() on it (free for you, cheap for them (tm) ) Collectible collectible = target.GetComponent <Collectible>(); if (collectible) { collectible.CollectIfPossible(); } // If current target is a PlantableZone, water it PlantableZone plantableZone = target.GetComponent <PlantableZone>(); if (plantableZone != null) { plantableZone.Water(); } // If current target is a Strikable, strike it up IStrikeable strikable = target.GetComponent <IStrikeable>(); if (strikable != null) { strikable.Strike(this.transform.position, null); } // If we went to water, Fill'r up if ((1 << target.layer) == AI.WaterLayermask) { inventory.FillWaterLevel(); } }