/*
     * @brief 自動選擇最近的單位
     *
     * 向感測系統取得最近的單位
     * 通知選擇系統點選
     */
    private void TrySelectClosestUnit( UnitSensorSystem _Sensor , 
							   UnitSelectionSystem _Select )
    {
        if( null == _Sensor ||
            null == _Select )
            return ;

        GameObject closest = _Sensor.GetClosestObj() ;
        if( null != closest )
        {
            _Select.ClickOnUnit( closest.name ) ;
        }
    }
    // retrieve selection information from selection system.
    private bool RetrieveSelectionInfo( UnitSelectionSystem _SelectSys , 
										out SelectInformation _SelectionInfo )
    {
        _SelectionInfo = _SelectSys.GetPrimarySelectInfo() ;

        if( null == _SelectionInfo ||
            false == _SelectionInfo.isValid )
            return false ;

        return true ;
    }
    private bool TryFireWeaponInMultiAttackMode( UnitData _unitData ,
												UnitSensorSystem _sensorSys ,
												UnitWeaponSystem _weaponSys , 
												UnitSelectionSystem _selectSys ,
												ref Dictionary<string , SelectInformation > _fireList )
    {
        bool ret = false ;
        // 取得最大可能的瞄準框
        int maxSelectionNum = _selectSys.m_MaxSelectionNum ;
        int selectionIndexNow = 0 ;
        string [] selectionKeyArray = new string[ _selectSys.m_Selections.Count ] ;
        _selectSys.m_Selections.Keys.CopyTo( selectionKeyArray , 0 ) ;

        // 取得最大的武器清單,並依照距離來排序
        List<string> possibleWeaponList = RetrievePossibleWeaponListInOrder( _unitData , _weaponSys ) ;

        // 取得所有的可能敵人,並依照距離來排序
        List<NamedObject> possibleUnits = RetrievePossibleUnitInOrder( _sensorSys );

        // 目標是讓所有的武器都分別對上不同的敵人.然後設定好所有的瞄準框.最後全部開火.
        foreach( NamedObject possibleUnit in possibleUnits )
        {
            // Debug.Log( "possibleUnit=" + possibleUnit.Name ) ;
            // 假如瞄準框已經用盡,離開
            if( selectionIndexNow == maxSelectionNum - 1  )
                break ;

            // 每一個單位,找到可以發射的武器,而且最接近中線的武器
            string weaponComponentName = FindMostCloestWeaponComponent( _unitData ,
                                                                        _weaponSys ,
                                                                        possibleUnit ,
                                                                        possibleWeaponList ,
                                                                        ref _fireList ) ;
            // Debug.Log( "weaponComponentName=" + weaponComponentName ) ;
            if( 0 == weaponComponentName.Length )
                continue ;

            // 指定瞄準框的資訊
            string key = selectionKeyArray[ selectionIndexNow ] ;
            _selectSys.m_Selections[ key ].TargetUnitName = possibleUnit.Name ;
            _selectSys.m_Selections[ key ].TargetUnitObject = possibleUnit.Obj ;
            // Debug.Log( "_selectSys.m_Selections " + key + " " + possibleUnit.Name ) ;
            _fireList[ weaponComponentName ] = _selectSys.m_Selections[ key ] ;
            ++selectionIndexNow ;
            ret = true ;
        }

        // 針對每個瞄準框,發射指定的武器
        return ret ;
    }