/// <summary>
            ///
            /// </summary>
            /// <returns></returns>
            private bool EvaluateUtilityNode()
            {
                UtilityManager utilityManager = m_sceneManager.GetUtilityManager();

                if (m_currentNode is DelayNode)
                {
                    m_sceneManager.StartCoroutine(utilityManager.Delay((m_currentNode as DelayNode).GetDelayTime(), true));
                    return(true);
                }
                else if (m_currentNode is ApplicationQuitNode)
                {
                    utilityManager.ApplicationQuit();
                }

                return(false);
            }