protected void UpdateBattleState()
        {
            float healthPercent = m_playerHealth.GetCurrentHealthPercentage();

            float bossHealthPercent = m_aiActor.healthHaver.GetCurrentHealthPercentage();

            float absDiff = Mathf.Abs(healthPercent - bossHealthPercent);

            if (absDiff < 0.075f)
            {
                m_battleState = BattleStates.Balanced;
                this.ActivateBalancedState();
            }
            else if (bossHealthPercent < healthPercent)
            {
                m_battleState = BattleStates.Losing;
                this.ActivateLosingState();
            }
            else
            {
                // This is necessary as to not restart the sequence at every step
                if (m_battleState == BattleStates.Winning)
                {
                    return;
                }

                m_battleState   = BattleStates.Winning;
                m_sequenceIndex = 0;
                this.ActivateWinningState();
            }
        }