private void DropComponent()
    {
        if (currentObject == null) //just drop it on the floor
        {
            holdingComponent.transform.SetParent(null);
            holdingComponent.gameObject.SetActive(true);
            holdingComponent.SetAffectedByGravity(true);
        }
        else if (currentObject.AddPickableComponent(holdingComponent))
        {
        }

        holdingComponent = null;
    }
    private void PickUpComponent()
    {
        if (currentObject == null)
        {
            List <PickAbleObject> componentsInScene = new List <PickAbleObject>();
            componentsInScene.AddRange(FindObjectsOfType <PickAbleObject>());
            componentsInScene.RemoveAll(i => Vector3.Distance(i.transform.position, transform.position) > 3f);

            PickAbleObject componentToPick = null;

            if (componentsInScene.Count > 0)
            {
                componentToPick = componentsInScene.OrderBy(i => Vector3.Distance(i.transform.position, transform.position)).First();
            }

            if (componentToPick != null && componentToPick.pickable)
            {
                holdingComponent = componentToPick;
                holdingComponent.transform.SetParent(transform);
                holdingComponent.gameObject.SetActive(true);
                holdingComponent.transform.position = holdingTransform.position;
                holdingComponent.SetAffectedByGravity(false);
            }
            else
            {
                componentToPick = null;
            }
        }
        else
        {
            holdingComponent = currentObject.GetRepairComponent();
            if (holdingComponent != null)
            {
                holdingComponent.transform.SetParent(transform);
                holdingComponent.gameObject.SetActive(true);
                holdingComponent.transform.position = holdingTransform.position;
                holdingComponent.SetAffectedByGravity(false);
            }
        }


        //component.gameObject.GetComponent<Renderer>().enabled = false;
    }