/// 命令:攻撃のセット

        /**
         *  ATB[0]    : 攻撃タイプ
         *  ATB[1]    : 攻撃対象との有効角度R
         *  ATB[2]    : 攻撃対象との有効角度L
         *  ATB[3]    : 攻撃対象との有効距離
         **/
        private void cmdActSetAttack(int cmdIdx)
        {
            int   attackType = usePlayAct.GetAtb(cmdIdx, 0);
            float trgRotR    = (float)usePlayAct.GetAtb(cmdIdx, 1);
            float trgRotL    = (float)usePlayAct.GetAtb(cmdIdx, 2);
            float trgDis     = (float)usePlayAct.GetAtb(cmdIdx, 3) / 100.0f;;

            GameActorContainer interfereCntr = useUnitCmn.GetInterfereCntr();
            GameActorProduct   trgActor      = useUnitCmn.GetUseActor();

            /// 攻撃イベントを通達
            for (int i = 0; i < interfereCntr.Num; i++)
            {
                if (interfereCntr.GetActor(i).EventCntr != null)
                {
                    if (attackAreaCheck(trgActor, interfereCntr.GetActor(i), trgRotR, trgRotL, trgDis))
                    {
                        interfereCntr.GetActor(i).EventCntr.Add(ActorEventId.Damage, attackType, trgActor.GetUseObj(0));
                    }
                }
            }
        }
        /// 命令:近くの対象の方向を振り向く

        /**
         *  ATB[0]    : 旋回する対象との有効距離
         *  ATB[1]    : 旋回速度
         **/
        private void cmdActSetTurnNearTrg(int cmdIdx)
        {
            float trgDis = (float)usePlayAct.GetAtb(cmdIdx, 0) / 100.0f;
            int   rotVal = usePlayAct.GetAtb(cmdIdx, 1);

            GameActorContainer interfereCntr = useUnitCmn.GetInterfereCntr();
            GameActorProduct   trgActor      = useUnitCmn.GetUseActor();

            int   bestTrg;
            float dis, disMax;
            bool  entryFlg;

            bestTrg  = -1;
            disMax   = 0.0f;
            entryFlg = false;

            for (int i = 0; i < interfereCntr.Num; i++)
            {
                if (interfereCntr.GetActor(i).EventCntr != null)
                {
                    dis = Common.VectorUtil.Distance(trgActor.BasePos, interfereCntr.GetActor(i).BasePos);

                    if (dis <= trgDis && (entryFlg == false || dis < disMax))
                    {
                        bestTrg  = i;
                        disMax   = dis;
                        entryFlg = true;
                    }
                }
            }

            /// 一番近くの対象の方向へ振り向く
            if (bestTrg >= 0)
            {
                trgActor.EventCntr.Add(ActorEventId.TurnTrg, rotVal, interfereCntr.GetActor(bestTrg).GetUseObj(0));
            }
        }