private void CompleteRepair()
    {
        //hole.SetActive(false);
        HoleRadius radius = hole.GetComponent <HoleRadius>();

        radius.holeStates = HoleRadius.HoleStates.Repaired;

        transform.parent      = null;
        playerStates.itemHeld = null;

        playerStates.playerState       = PlayerStates.PlayerState.pEmpty;
        woodStates.currentState        = WoodStates.WoodState.Dropped;
        playerController.currentObject = null;
        gameObject.SetActive(false);
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            Debug.Log("Hit the player!  Ignore!");
            return;
        }

        Debug.Log("Triggered!");
        if (other.CompareTag("Hole"))
        {
            Debug.Log("Dropball hit a hole!");

            HoleRadius hole = other.GetComponent <HoleRadius>();

            if (hole != null && hole.holeStates == HoleRadius.HoleStates.Dormant)
            {
                Debug.Log("Reopened a hole!");
                hole.ReopenHole();
            }
        }
    }