// 能源轉向到武器
 private void ReRoutePowerToTheWeapon( UnitData _unitData )
 {
     // Debug.Log( "ReRoutePowerToTheWeapon" ) ;
     _unitData.TrySetImpulseEngineEnergy( 0 ) ;
     float auxiliaryEnergy = _unitData.GetAuxiliaryEnergyValue() ;
     if( auxiliaryEnergy > 0 )
     {
         float now = 0 ;
         float max = 0 ;
         _unitData.RetrieveImpulseEngineEnergy( out now , out max ) ;
         _unitData.TrySetWeaponEnergy( now + auxiliaryEnergy ) ;
     }
 }
 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 ;
     }
 }