private void TrySetValue( UnitData unitData , EnergySliderType _Type , float _Value )
 {
     // Debug.Log( "TrySetValue" + _Value ) ;
     switch( _Type )
     {
     case EnergySliderType.EnergyManipulatorSymbol_Engine :
         unitData.TrySetImpulseEngineEnergy( _Value ) ;
         break ;
     case EnergySliderType.EnergyManipulatorSymbol_Sensor :
         unitData.TrySetSensorEnergy( _Value ) ;
         break ;
     case EnergySliderType.EnergyManipulatorSymbol_Shield :
         unitData.TrySetShieldEnergy( _Value ) ;
         break ;
     case EnergySliderType.EnergyManipulatorSymbol_Weapon :
         unitData.TrySetWeaponEnergy( _Value ) ;
         break ;
     }
 }
 private void SyncSliderValue( UnitData unitData , EnergySliderType _Type )
 {
     float now = 0 ;
     float max = 0 ;
     switch( _Type )
     {
     case EnergySliderType.EnergyManipulatorSymbol_Engine :
         unitData.RetrieveImpulseEngineEnergy( out now , out max ) ;
         break ;
     case EnergySliderType.EnergyManipulatorSymbol_Sensor :
         unitData.RetrieveSensorEnergy( out now , out max ) ;
         break ;
     case EnergySliderType.EnergyManipulatorSymbol_Shield :
         unitData.RetrieveShieldEnergy( out now , out max ) ;
         break ;
     case EnergySliderType.EnergyManipulatorSymbol_Weapon :
         // weapon
         unitData.RetrieveWeaponEnergy( out now , out max ) ;
         break ;
     case EnergySliderType.EnergyManipulatorSymbol_Auxiliary :
         unitData.GetAuxiliaryEnergyValue( out now , out max ) ;
         // Debug.Log( "unitData.RetrieveAllComponentEnergy now " + now + " max " + max ) ;
         break ;
     }
     m_Sliders[ _Type ].m_Value.max = max ;
     m_Sliders[ _Type ].m_Value.now = now ;
 }