Creates and assigns placements of HP bar on enemies
Inheritance: ASequence
    // Use this for initialization
    void Start()
    {
        //INTIALIZE BARRIER EVENT
        TeamRosterInitSequence teamRosterInit = new TeamRosterInitSequence(this.battleBarrierSequence, this.battleDataHolder);
        BarrierEvent initializeEvent = new BarrierEvent(BattleState.INITIALIZE.ToString());
        initializeEvent.AddSequence(teamRosterInit);

        TurnComputeSequence turnComputeSeq = new TurnComputeSequence(this.battleBarrierSequence, this.turnManager);
        TempSkillInitSequence initSkillSeq = new TempSkillInitSequence(this.battleBarrierSequence);
        InitHPBarSequence initHPBarSequence = new InitHPBarSequence(this.battleBarrierSequence);

        BarrierEvent preGamePlayEvent = new BarrierEvent(BattleState.PRE_GAMEPLAY.ToString());
        preGamePlayEvent.AddSequence(turnComputeSeq);
        preGamePlayEvent.AddSequence(initHPBarSequence);
        preGamePlayEvent.AddSequence(initSkillSeq);

        this.battleBarrierSequence.CreateMajorEvent(initializeEvent);
        this.battleBarrierSequence.CreateMajorEvent(preGamePlayEvent);

        this.StartCoroutine(this.DelayedStart());
    }
    // Use this for initialization
    void Start()
    {
        //INTIALIZE BARRIER EVENT
        TeamRosterInitSequence teamRosterInit  = new TeamRosterInitSequence(this.battleBarrierSequence, this.battleDataHolder);
        BarrierEvent           initializeEvent = new BarrierEvent(BattleState.INITIALIZE.ToString());

        initializeEvent.AddSequence(teamRosterInit);

        TurnComputeSequence   turnComputeSeq    = new TurnComputeSequence(this.battleBarrierSequence, this.turnManager);
        TempSkillInitSequence initSkillSeq      = new TempSkillInitSequence(this.battleBarrierSequence);
        InitHPBarSequence     initHPBarSequence = new InitHPBarSequence(this.battleBarrierSequence);

        BarrierEvent preGamePlayEvent = new BarrierEvent(BattleState.PRE_GAMEPLAY.ToString());

        preGamePlayEvent.AddSequence(turnComputeSeq);
        preGamePlayEvent.AddSequence(initHPBarSequence);
        preGamePlayEvent.AddSequence(initSkillSeq);

        this.battleBarrierSequence.CreateMajorEvent(initializeEvent);
        this.battleBarrierSequence.CreateMajorEvent(preGamePlayEvent);

        this.StartCoroutine(this.DelayedStart());
    }