public void OnTouchUp(Vector3 point)
    {
        GetComponent <SplineController> ().AutoClose  = false;
        GetComponent <SplineController> ().WrapMode   = eWrapMode.ONCE;
        GetComponent <SplineController> ().SplineRoot = SplineHolder;
        GetComponent <SplineController> ().RestartSpline(SplineHolder.transform.childCount / 3.0f);
        HoldingPatternHolder.GetComponent <LineRenderer> ().enabled = false;


        // Detecting if we have finished the line on top of a hangar
        Ray        ray = new Ray(point, new Vector3(0.0f, 0.0f, 1.0f));
        RaycastHit touchHit;

        if (Physics.Raycast(ray, out touchHit, 1000, hangarLayerMask))
        {
            GameObject hangarObject = touchHit.transform.gameObject;

            Hangar hangarComponent = hangarObject.GetComponent <Hangar>();

            Debug.Log("Got the component: " + hangarComponent);

            hangarComponent.SetPlaneComingToHangar(this.transform.gameObject);

            //We might have to do more stuff here :D
        }
    }
 public void ActivateHoldingPattern()
 {
     HoldingPatternHolder.transform.position       = transform.position;
     GetComponent <SplineController> ().AutoClose  = true;
     GetComponent <SplineController> ().WrapMode   = eWrapMode.LOOP;
     GetComponent <SplineController> ().SplineRoot = HoldingPatternHolder;
     GetComponent <SplineController> ().RestartSpline(3.0f);
     HoldingPatternHolder.GetComponent <LineRenderer> ().enabled = true;
     for (int i = 0; i < 8; i++)
     {
         HoldingPatternHolder.GetComponent <LineRenderer> ().SetPosition(i, HoldingPatternHolder.transform.GetChild(i).transform.position);
         if (i == 0)
         {
             HoldingPatternHolder.GetComponent <LineRenderer> ().SetPosition(8, HoldingPatternHolder.transform.GetChild(i).transform.position);
         }
     }
     GetComponent <SplineInterpolator> ().enabled = true;
 }