private SpriteAnimationSequence GetNextMainSequence()
{
if (Settings.RandomizeSequences)
{
currentSequenceIndex = UnityEngine.Random.Range(0, Sequences.Count);
}
else {
currentSequenceIndex++;
if (currentSequenceIndex >= Sequences.Count)
{
currentSequenceIndex = 0;
}
}
Sequences[currentSequenceIndex].Reset();
return Sequences[currentSequenceIndex];
}