void _SetCommand(CNewBattle battle, int nCmdNum, int targetIdx)
        {
            BattleCharacter PC = battle.GetPCs()[m_nCmdInputState]; //m_PCs[m_nCmdInputState];

            switch (nCmdNum)
            {
            case 0:
            {
                Attack tmpCmd = new Attack();
                tmpCmd.actor  = PC;
                tmpCmd.target = battle.GetAllCharacters()[targetIdx];         //m_AllChars[targetIdx];
                //m_CmdList[m_nCmdInputState] = tmpCmd;
                m_CmdList.Add(tmpCmd);
                break;
            }

            default:
            {
                Skill tmpCmd = new Skill();
                tmpCmd.actor   = PC;
                tmpCmd.target  = PC;
                tmpCmd.skillID = 0;         // 가만히 있기
                //m_CmdList[m_nCmdInputState] = tmpCmd;
                m_CmdList.Add(tmpCmd);
                break;
            }
            }
        }
        public void UpdateCharactersParams()
        {
            // 현재 전장의 상황을 출력
            if (linesCharParams == null)
            {
                linesCharParams = new List <string>();
            }
            linesCharParams.Clear();

            foreach (BattleCharacter ch in battle.GetAllCharacters())
            {
                if (ch.IsAlive())
                {
                    WriteLineToPCStateBox(string.Format("{0} : HP:{1}", ch.Name, ch.HP.ToString()));
                }
                else
                {
                    WriteLineToPCStateBox(string.Format("{0} : is DEAD", ch.Name));
                }
            }
        }