// ========================================================================== //

    /* protected - Override & Unity API         */

    public override void OnUpdate(float fTimeScale_Individual)
    {
        base.OnUpdate(fTimeScale_Individual);

        float fTime = Time.time;

        for (int i = 0; i < _listCommandExecuter.Count; i++)
        {
            ICommandExecuter pExecuter = _listCommandExecuter[i];
            if (pExecuter.p_bEnableExecuter == false)
            {
                continue;
            }

            listCommandExecute.Clear();
            pExecuter.ICommandExecuter_Update(ref listCommandExecute);
            //var listCommand = pExecuter.ICommandExecuter_GetLastExecute_CommandList();
            //if (listCommand.Count == 0)
            //    continue;

            //for (int j = 0; j < listCommand.Count; j++)
            //    _listCommandExcuted.Add(new CommandExcuted(pExecuter, listCommand[i], fTime));
        }
    }