public override NodeState RunNode(float p_delta)
    {
        _entityToCheck = _tree.GetBlackBoardElement <Script_IEntity> (_entityToCheckFlag);

        if (_entityToCheck == null)
        {
            return(NodeState.Failed);
        }

        if (_entityToCheck.GetHealth() < _healthThreshold)
        {
            return(NodeState.Success);
        }

        return(NodeState.Failed);
    }