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);
            }
        }