void Awake()
 {
     m_TurnManager = GameObject.FindGameObjectWithTag(Tags.BATTLE_CONTROLLER).GetComponent<PCTurnManagerComponent>();
     m_Transform = GetComponent<RectTransform>();
     m_CurrentEntity = null;
     m_CurrentDecisionState = PCTurnManagerComponent.DecisionState.IDLE;
 }
 void OnGUI()
 {
     PCBattleEntity entity = m_TurnManager.currentEntity;
     PCTurnManagerComponent.DecisionState decisionState = m_TurnManager.decisionState;
     if (m_CurrentEntity != entity || m_CurrentDecisionState != decisionState) {
         m_CurrentEntity = entity;
         m_CurrentDecisionState = decisionState;
         PopulateActions (entity, decisionState);
     }
 }