/// <summary>
		/// Handles the switch camera node.
		/// </summary>
		/// <param name="sender">Sender.</param>
		/// <param name="e">E.</param>


		void HandleSwitchCameraNode (object sender, CamSwitchArgs e)
		{
			if (e.PrevActiveCamera == null) {
				return;			
			}

			if (camNode == e.PrevActiveCamera) {
				_exitSequence.Play();			
			}

		}
		void HandleSwitchCameraNode (object sender, CamSwitchArgs e)
		{


			if (_renderer != null) {
			
				if(e.NewActiveCamera.IsCloseupCam) {
				
					_renderer.enabled = false;

				}
				else if(e.PrevActiveCamera != null && e.PrevActiveCamera.IsCloseupCam && !e.NewActiveCamera.IsCloseupCam) {
					_renderer.enabled = true;
				}
			
			
			}
		}
		/// <summary>
		/// Handles camera node switch
		/// </summary>
		/// <param name="sender">Sender.</param>
		/// <param name="e">E.</param>

		void HandleSwitchCameraNode (object sender, CamSwitchArgs e)
		{

			// If this character is active then track the latest camera
			if (IsActive) {
				_lastCamSinceActive = e.NewActiveCamera.Key;
			}
		}