public override void Run_Node() { // Check if the Actor is on the scene if (!ActorManager.Is_Actor_On_Scene(actor_name)) { Debug.LogError(actor_name + " actor is not on the scene. Please use an Enter Actor Node for " + actor_name); Finish_Node(); return; } ActorManager.Move_Actor_Outwards(ActorManager.Get_Actor(actor_name)); if (wait_until_actor_has_stopped) { StartCoroutine(Wait_Until_Actor_Is_Stopped()); } else { Finish_Node(); } }