public override void Execute()
        {
            optionsPresenter = GameObject.GetComponent <OptionsPresenter>();
            optionsPresenter.ClearOptions();

            //
            if (optionsPresenter == null)
            {
                Debug.Log("You need to add an OptionsPresenter if you want to show options", GameObject);
                DoneDelegate(this);
                return;
            }

            // This node can have fluent nodes in it that are not options
            // We execute them first before handling the options
            childQueue.Clear();
            Children.ForEach(n =>
            {
                if (!(n is OptionNode))
                {
                    childQueue.Enqueue(n);
                }
            });

            if (childQueue.Count == 0)
            {
                optionsPresenter.SetupOptions(this);
            }
            else
            {
                HandleNextNode();
            }
        }
        private void HandleNextNode()
        {
            // Check if all the nodes have been handled
            if (childQueue.Count == 0)
            {
                // Start the options presenter
                optionsPresenter.SetupOptions(this);
                return;
            }


            FluentNode firstNode = childQueue.Dequeue();

            firstNode.SetDoneCallback(SequentialChildCompleted);
            firstNode.Execute();
        }