private void DoHandleBattleEvent(GetaPieceBattleEvent _Event)
    {
        if (null == _Event)
        {
            return;
        }

        // _Event.DEBUG_Print() ;

        var type = _Event.GetBattleType();

        switch (type)
        {
        case GetaPieceBattleEventType.Damage:
        {
            var targetString      = _Event.Target;
            var damageActionValue = _Event.AsInt();
            if ("Enemy" == targetString)
            {
                int damageFromPlayer = m_Enemy.CalculateSufferDamageSeperatedly(m_Player, damageActionValue);
                m_EnemyHPSinceBattleStart -= damageFromPlayer;

                UpdateHitPointEnemyFromInput(m_EnemyHPSinceBattleStart);

                if (null != m_HPVibrationEnemy)
                {
                    m_HPVibrationEnemy.ActiveVibration(1);
                }
            }
            else if ("Player" == targetString)
            {
                int damageFromEnemy = m_Player.CalculateSufferDamageSeperatedly(m_Enemy, damageActionValue);
                m_PlayerHPSinceBattleStart -= damageFromEnemy;

                UpdateHitPointPlayerFromInput(m_PlayerHPSinceBattleStart);

                if (null != m_HPVibrationPlayer)
                {
                    m_HPVibrationPlayer.ActiveVibration(1);
                }
            }
        }
        break;
        }
    }