// Check who to disable/enable, then send it to the PlayerTools so that it doesn't have to calculate/check anything there public void CheckPlayer() { _currentTarget = _cameraFocus.target; // Disable current target _playerTools.ToggleMovement(_currentTarget); _playerTools.ToggleItemManip(_currentTarget); // Check who to focus on for the new target if (_currentTarget == target01) { _playerTools.TogglePlayerFocus(target02); uiJump.SetActive(false); } else { _playerTools.TogglePlayerFocus(target01); uiJump.SetActive(true); } _currentTarget = _cameraFocus.target; // Enable new target _playerTools.ToggleMovement(_currentTarget); _playerTools.ToggleItemManip(_currentTarget); }