Runs child nodes in sequence, until one fails.
Inheritance: IParentBehaviourTreeNode
 void Init()
 {
     testObject = new SequenceNode("some-sequence");
 }
        /// <summary>
        /// Create a sequence node.
        /// </summary>
        public BehaviourTreeBuilder Sequence(string name)
        {
            var sequenceNode = new SequenceNode(name);

            if (parentNodeStack.Count > 0)
            {
                parentNodeStack.Peek().AddChild(sequenceNode);
            }

            parentNodeStack.Push(sequenceNode);
            return this;
        }