public ActionResult DeleteConfirmed(byte id)
        {
            Access_level access_level = db.Access_level.Find(id);

            db.Access_level.Remove(access_level);
            db.SaveChanges();
            return(RedirectToAction("Index"));
        }
 public ActionResult Edit([Bind(Include = "ID_access_level,Access_level1")] Access_level access_level)
 {
     if (ModelState.IsValid)
     {
         db.Entry(access_level).State = EntityState.Modified;
         db.SaveChanges();
         return(RedirectToAction("Index"));
     }
     return(View(access_level));
 }
        public ActionResult Create([Bind(Include = "ID_access_level,Access_level1")] Access_level access_level)
        {
            if (ModelState.IsValid)
            {
                db.Access_level.Add(access_level);
                db.SaveChanges();
                return(RedirectToAction("Index"));
            }

            return(View(access_level));
        }
        // GET: Access_level/Delete/5
        public ActionResult Delete(byte?id)
        {
            if (id == null)
            {
                return(new HttpStatusCodeResult(HttpStatusCode.BadRequest));
            }
            Access_level access_level = db.Access_level.Find(id);

            if (access_level == null)
            {
                return(HttpNotFound());
            }
            return(View(access_level));
        }
    BarAnimation baranim; // 슬라이더 움직임 제어를 위한 변수
    #endregion

    public void Init()
    {
        skill            = (Skill)GetComponent(Access_skillname);
        allies           = GameObject.FindGameObjectsWithTag("Ally");
        enemies          = GameObject.FindGameObjectsWithTag("Enemy");
        isdead_UI        = GameObject.FindGameObjectWithTag("ScreenUI").transform.Find(Access_prefabname).Find("IsDead").gameObject;
        battle_manager   = GameObject.FindGameObjectWithTag("BattleManager").GetComponent <BattleManager>();
        battle_uimanager = battle_manager.GetComponent <BattleUIManager>();
        Access_animator  = GetComponent <Animator>();
        AttackTypeSetting();

        #region 슬라이더 UI 초기화
        canvas       = battle_uimanager.Sliderpool_Pop(this.gameObject);
        hpslider     = canvas.transform.Find("HpBar").Find("HpSlider").GetComponent <Slider>();
        hpslider2    = canvas.transform.Find("HpBar").Find("HpSlider2").GetComponent <Slider>();
        attackslider = canvas.transform.Find("AtkSlider").GetComponent <Slider>();
        headupPos    = transform.GetChild(0).gameObject;
        canvas.transform.position = headupPos.transform.position;
        baranim = GetComponent <BarAnimation>();
        baranim.Init(hpslider, hpslider2, attackslider);
        #endregion

        #region 스크린 UI 초기화
        ((Skill)GetComponent(Access_skillname)).Init();
        Transform screenUI = GameObject.FindGameObjectWithTag("ScreenUI").transform.Find(canvas.name);
        screenUI.gameObject.SetActive(true);
        screenUI.Find("FaceImage").GetComponent <Image>().overrideSprite  = Resources.Load <Sprite>("Sprite/" + Access_faceimage.ToString());
        screenUI.Find("SkillImage").GetComponent <Image>().overrideSprite = Resources.Load <Sprite>("Sprite/skillImage" + Access_skillimage.ToString());
        #endregion

        #region 장비 능력치 적용
        for (int i = 0; i < Access_equipments.Count; i++)
        {
            if (Access_equipment(i) != null)
            {
                Access_atkpower += Access_equipment(i).atkpower;
                Access_atkspeed += Access_equipment(i).atkspeed;
                Access_defpower += Access_equipment(i).defpower;
            }
        }
        #endregion

        canvas.transform.GetChild(0).GetComponent <Text>().text = "LV." + Access_level.ToString() + " " + Access_charactername;
        Access_State = CharacterState.Idle;
        main_routine = Idle();
        StartCoroutine(main_routine);
        StartCoroutine(update());
    }