// Update is called once per frame
    void Update()
    {
        switch( m_State )
        {
        case SensorDamperState.UnActive :
            m_State = SensorDamperState.Damping ;
            break ;
        case SensorDamperState.Damping :

            DampTheSensorEffect() ;

            if( true == m_AffectTimer.IsCountDownToZero() )
            {
                m_State = SensorDamperState.ClearEffect ;
            }
            break ;
        case SensorDamperState.ClearEffect :
            ClearSensorDamper() ;
            break ;
        case SensorDamperState.End :
            if( this.gameObject.name == ConstName.MainCharacterObjectName )
                AddMessage() ;
            Destroy( this ) ;
            break ;
        }
    }
 private void ClearSensorDamper()
 {
     UnitData unitData = this.gameObject.GetComponent<UnitData>() ;
     if( null == unitData )
         return ;
     UnitComponentData sensor = unitData.GetSensorComponent() ;
     if( null == sensor )
         return ;
     if( sensor.m_Effect.now < sensor.m_Effect.max )
     {
         sensor.m_Effect.now += ( m_ClearSpeed * Time.deltaTime ) ;
     }
     else
     {
         m_State = SensorDamperState.End ;
     }
 }