private void OnEnable()
 {
     foreach (var s in OnNodeActivatedListenedEvents)
     {
         CustomEventManager.SubscribeEvent(s.listenedEvent, s.listenerFunction);
     }
 }
 protected void CreateCustomEventListener(string listenedEvent, UnityEvent listenerFunction)
 {
     OnNodeActivatedListenedEvents.Add(new CustomEventListener()
     {
         listenedEvent = listenedEvent, listenerFunction = listenerFunction
     });
     if (gameObject.activeInHierarchy)
     {
         CustomEventManager.SubscribeEvent(listenedEvent, listenerFunction);
     }
 }