private void AddNodeConnection(NodeConnection connection)
        {
            // Check if we already have that connection.
            foreach (NodeConnection c in connections)
            {
                // Check if we trying to make already existing connection.
                if (c.inPoint == connection.inPoint && c.outPoint == connection.outPoint)
                {
                    return;
                }

                // If they have same parent and different actor id-s, then avoid connection and show error.
                if (c.outPoint.ownerNode == connection.outPoint.ownerNode && c.inPoint.ownerNode.actorID != connection.inPoint.ownerNode.actorID)
                {
                    EditorUtility.DisplayDialog("ERROR", "Nodes of the same parent node must have same actor IDs!", "OK");
                    return;
                }
            }

            connections.Add(connection);
        }
 private void RemoveNodeConnection(NodeConnection connection)
 {
     connections.Remove(connection);
 }