public void PrepareTargets(ICEWorldBehaviour _component) { if (!Enabled || !OwnerIsReady(_component) || PrepareTargetGameObject(_component) == null || !IsValidAndReady) { return; } PreparedTargets.Clear(); Selectors.ResetStatus(); Behaviour.CurrentBehaviourModeKey = GetBestBehaviourModeKey(Owner); PreparedTargets.Add(this as TargetObject); foreach (InteractorRuleObject _rule in m_Rules) { _rule.Selectors.ResetStatus(); if (_rule.PrepareRuleTarget(OwnerComponent, this as TargetObject)) { PreparedTargets.Add(_rule as TargetObject); } } }