private bool ActivateActions(int startIndex) { for (int i = startIndex; i < this.Actions.Length; i++) { this.activeActionIndex = i; SkillStateAction fsmStateAction = this.Actions[i]; if (!fsmStateAction.Enabled) { fsmStateAction.Finished = true; } else { this.ActiveActions.Add(fsmStateAction); this.activeAction = fsmStateAction; fsmStateAction.Active = true; fsmStateAction.Finished = false; fsmStateAction.Init(this); fsmStateAction.Entered = true; fsmStateAction.OnEnter(); if (this.Fsm.IsSwitchingState) { return(false); } if (!fsmStateAction.Finished && this.isSequence) { return(false); } } } return(true); }