public override void Run_Node()
        {
            // Check if the Actor is on the scene
            if (!ActorManager.Is_Actor_On_Scene(actor_name))
            {
                Debug.LogError(actor_name + " actor is not on the scene. Please use an Enter Actor Node for " + actor_name);
                Finish_Node();
                return;
            }

            ActorManager.Move_Actor_Outwards(ActorManager.Get_Actor(actor_name));

            if (wait_until_actor_has_stopped)
            {
                StartCoroutine(Wait_Until_Actor_Is_Stopped());
            }
            else
            {
                Finish_Node();
            }
        }