Not sure what the new/correct function call is but updating line 64 to this worked ;)
//if (UnityEngine.Time.frameCount % detectionRate == 0 && WaterLevel.Factor(_supplyDrop.WorldSpaceBounds().ToBounds()) > 0.65f)
if (UnityEngine.Time.frameCount % detectionRate == 0 && _supplyDrop.transform.position.y < 0.65f)