/// <summary>
    /// Awakes this instance.main
    /// </summary>
    void Awake()
    {
        CharacterState             = EnumCharacterState.Idle;
        CharacterSide              = EnumSide.Down;
        instantiatedSelector       = GameObject.Instantiate(Selector);
        instantiatedTargetSelector = GameObject.Instantiate(TargetSelector);
        var t      = Resources.Load <GameObject> (Settings.PrefabsPath + Settings.UIBattle);
        var o      = Instantiate(t);
        var canvas = o.GetComponentsInChildren <Canvas>();

        foreach (Canvas canva in canvas)
        {
            canva.worldCamera = Camera.main;
        }
        GenerateEnnemies();
        PositionPlayers();
        GenerateTurnByTurnSequence();
        sequenceEnumerator = turnByTurnSequenceList.GetEnumerator();
        NextBattleSequence();
        uiGameObject = GameObject.FindGameObjectsWithTag(Settings.UI).FirstOrDefault();
        HideDecision();
    }
 /// <summary>
 /// Changes the enum character side.
 /// </summary>
 /// <param name="state">The state.</param>
 public void ChangeEnumCharacterSide(EnumSide state)
 {
     CharacterSide = state;
     SendMessage("Animate", string.Format("{0}{1}", CharacterState, CharacterSide));
 }
	/// <summary>
	/// Goes to other side. Just change option SideWalk to another one.
	/// The variable SideWalk will be used in others methods.
	/// </summary>
	public void GoToOtherSide()
	{
		if(SideWalk == EnumSide.Left)
		{
			SideWalk = EnumSide.Right;
		}
		else
		{
			SideWalk = EnumSide.Left;
		}

	}
	/// <summary>
	/// Checks the input.
	/// Check and change anim of input action.
	/// </summary>
	public void CheckInput()
	{
		if(inputManage.IsLeftPressed)
		{
			SideWalk = EnumSide.Left;
		}
		else if(inputManage.IsRightPressed)
		{
			SideWalk = EnumSide.Right;
		}
	}