public void Evaluate() { ReevaluateLockStatuses(); if (ActiveScene == null) { return; } SceneModel dest = ActiveScene.GetFirstPassingTransition(this); if (dest == null && ActiveScene.UseAnySceneTransitions) { dest = AnyScene.GetFirstPassingTransition(this); if (dest != null && dest.SceneId == ANY_SCENE_ID) { dest = ActiveScene; } } if (dest != null) { TransitionToScene(dest); } }