public override void Enter()
        {
            base.Enter();

            if (parent._actionQueue.Count > 0)
            {
                BattleUI.Instance.ScrollPriorityQueue(parent.SelectedCharacter);

                BattleCharacter character = parent._actionQueue[0];
                parent._actionQueue.RemoveAt(0);
                if (character.LiveState == BattleCharacter.LiveStateEnum.Alive && character.Info.ActionCount > 0)
                {
                    CameraController.Instance.SetParent(character.Sprite.transform, true, () =>
                    {
                        if (parent.SelectedCharacter != null)
                        {
                            parent.SelectedCharacter.SetOutline(false);
                        }

                        parent.SelectedCharacter = character;
                        parent.SelectedCharacter.SetOutline(true);
                        //BattleUI.Instance.SetInfo(true, parent.SelectedCharacter);

                        BattleStatus status;
                        if (character.CanAct(out status))
                        {
                            if (!parent.SelectedCharacter.Info.IsAI)
                            {
                                parent.ChangeState <SelectActionState>();
                            }
                            else
                            {
                                parent.ChangeState <AIState>();
                            }
                            return;
                        }
                        else
                        {
                            BattleUI.Instance.SetFloatingNumber(character, status.Message, FloatingNumber.Type.Other);
                            _timer.Start(0.5f, () =>
                            {
                                parent.ChangeState <SelectCharacterState>();
                            });
                        }
                    });
                }
                else
                {
                    parent.ChangeState <SelectCharacterState>();
                }
            }
            else
            {
                parent.ChangeState <TurnEndState>();
            }
        }