/// <summary>
    /// Clears the warship list.
    /// </summary>
    private void ClearWarshipList()
    {
        mCurrentSelectedPlayer = null;
        mSelectedEffect.SetActiveRecursively(false);

        foreach (PlayerWarship war in mPlayerWarshipList)
        {
            GameObject.Destroy(war.playerWarship);
            //	GameObject.Destroy(war.playerHeader.gameObject);
        }

        mPlayerWarshipList.Clear();
    }
    public bool OnFingerDownEvent(int fingerIndex, Vector2 fingerPos)
    {
        Ray        ray = Globals.Instance.MSceneManager.mMainCamera.ScreenPointToRay(fingerPos);
        RaycastHit hit;

        bool t_hited = Physics.Raycast(ray, out hit, Mathf.Infinity, (1 << 14));

        //GUIPlayerDock guiDock = Globals.Instance.MGUIManager.GetGUIWindow<GUIPlayerDock>();

        if (t_hited)
        {
            // search the right ship
            GameObject go = hit.collider.gameObject.transform.parent.parent.gameObject;
            foreach (PlayerWarship ship in mPlayerWarshipList)
            {
                if (ship.playerWarship == go)
                {
                    mCurrentSelectedPlayer = ship;

                    // show the operation buttons
                    //guiDock.ButtonsParent.gameObject.SetActiveRecursively(true);

                    // set the selected effect
                    mSelectedEffect.transform.position = go.transform.position;
                    mSelectedEffect.SetActiveRecursively(true);

                    break;
                }
            }
        }
        else
        {
            // hide the operation buttons
            //guiDock.ButtonsParent.gameObject.SetActiveRecursively(false);

            // hide the selected effect
            mSelectedEffect.SetActiveRecursively(false);
        }
        return(t_hited);
    }