void Store_Components(Transform Temp_Transform)          // Store MainBody's transform and sctipt ,and AI scripts.
    {
        MainBody_Setting_CS Temp_MainBodyScript = Temp_Transform.GetComponentInChildren <MainBody_Setting_CS> ();

        if (Temp_MainBodyScript)
        {
            if (Temp_Transform.root.tag == "Player")                      // Friendly tank.
            {
                for (int i = 0; i < Friendly_Body_Transforms.Length; i++) // Search empty.
                {
                    if (Friendly_Body_Transforms [i] == null)
                    {
                        // Store components.
                        Friendly_Body_Transforms [i] = Temp_MainBodyScript.transform;
                        Friendly_Body_Scripts [i]    = Temp_MainBodyScript;
                        AI_CS Temp_AI_Script = Friendly_Body_Transforms [i].GetComponentInChildren <AI_CS> ();
                        if (Temp_AI_Script)
                        {
                            Friendly_AI_Scripts [i] = Temp_AI_Script;
                        }
                        break;
                    }
                }
            }
            else if (Temp_Transform.root.tag != "Finish")                   // Hostile tank.
            {
                for (int i = 0; i < Hostile_Body_Transforms.Length; i++)    // Search empty.
                {
                    if (Hostile_Body_Transforms [i] == null)
                    {
                        // Store components.
                        Hostile_Body_Transforms [i] = Temp_MainBodyScript.transform;
                        Hostile_Body_Scripts [i]    = Temp_MainBodyScript;
                        AI_CS Temp_AI_Script = Hostile_Body_Transforms [i].GetComponentInChildren <AI_CS> ();
                        if (Temp_AI_Script)
                        {
                            Hostile_AI_Scripts [i] = Temp_AI_Script;
                        }
                        break;
                    }
                }
            }
        }
        else
        {
            Debug.LogWarning("'Game_Controller' cannot find the MainBody of '" + Temp_Transform.name + "'. (Physics Tank Maker)");
        }
    }
 void Change_AI_Settings()
 {
     for (int i = 0; i < Target_Tanks.Length; i++)
     {
         // for waiting AI tank.
         Event_Controller_CS Temp_Event_Script = Target_Tanks [i].GetComponentInChildren <Event_Controller_CS> ();
         if (Temp_Event_Script)
         {
             Temp_Event_Script.WayPoint_Pack = New_WayPoint_Pack;
             Temp_Event_Script.Patrol_Type   = New_Patrol_Type;
             Temp_Event_Script.Follow_Target = New_Follow_Target;
             Temp_Event_Script.No_Attack     = New_No_Attack;
         }
         // for living AI tank.
         AI_CS Temp_AI_Script = Target_Tanks [i].GetComponentInChildren <AI_CS> ();
         if (Temp_AI_Script)
         {
             Temp_AI_Script.Change_AI_Settings(this);
         }
         // for Respawn.
         Tank_ID_Control_CS Temp_Top_Script = Target_Tanks [i].GetComponentInChildren <Tank_ID_Control_CS> ();
         if (Temp_Top_Script)
         {
             Temp_Top_Script.WayPoint_Pack = New_WayPoint_Pack;
             Temp_Top_Script.Patrol_Type   = New_Patrol_Type;
             Temp_Top_Script.Follow_Target = New_Follow_Target;
             Temp_Top_Script.No_Attack     = New_No_Attack;
             if (Renew_ReSpawn_Times_Flag)
             {
                 Temp_Top_Script.ReSpawn_Times = New_ReSpawn_Times;
             }
         }
     }
     if (Flag == false)
     {
         Destroy(this.gameObject);
     }
 }
 void Get_AI(AI_CS Temp_Script)
 {
     AI_Script = Temp_Script;
 }
 void Get_AI(AI_CS Temp_Script)
 {
     Bullet_Type = Temp_Script.Bullet_Type;
 }