public void SetDice(int num, CustomCardDB db)
    {
        var tmpTr = db.gameObject.transform.GetComponentInChildren <HorizontalLayoutGroup>().transform;

        for (int i = 0; i < num; i++)
        {
            Push(Instantiate(_rectDicePrefab, tmpTr));
        }
    }
    public int PowerDice(CustomCardDB powerDB)
    {
        // 주사위 갯수
        int power       = powerDB.cardPower;
        int totalePower = 0;

        for (int i = 0; i < power; i++)
        {
            totalePower += Random.Range(1, 7);
        }

        powerDB.gameObject.GetComponentInChildren <TextMeshPro>().text = powerDB.gameObject.name + totalePower;

        return(totalePower);
    }
    public void BattleStart()
    {
        GameObject[] battleCards = GameObject.FindGameObjectsWithTag("BattleCard");

        battleCards = DBActiveCheck(battleCards);

        if (battleCards.Length > 0)
        {
            _heroCount = battleCards.Length;
        }

        if (battleCards == null || battleCards.Length < 2)
        {
            Debug.Log("배틀카드가 부족합니다.");
            return;
        }

        CustomCardDB[] powers = new CustomCardDB[2];

        if (lostDiceList.Count != 2)
        {
            ALLDiceDestroy();
        }

        if (battleCards.Length == 2)
        {
            for (int i = 0; i < battleCards.Length; i++)
            {
                powers[i] = battleCards[i].GetComponent <CustomCardDB>();

                DiceProcessor(powers[i]);
            }
        }

        GameObject[] Items = GameObject.FindGameObjectsWithTag("Item");
        Items = DBActiveCheck(Items);

        if (Items == null)
        {
            return;
        }

        if (lostDiceList.Count != 2)
        {
            ALLDiceDestroy();
        }

        foreach (var item in battleCards)
        {
            //var tmpCamera = Camera.main.transform;

            Debug.Log(item.transform.localRotation.eulerAngles);
            //var itemY = UnityEditor.TransformUtils.GetInspectorRotation(item.transform).y;
            //item.transform.rotation = Quaternion.identity;
            var itemY = WrapAngle(item.transform.localEulerAngles.y);
            //item.transform.rotation.eulerAngles.y;

            //Debug.LogFormat("{0} {1}", itemY, item.name);

            foreach (var item2 in Items)
            {
                if (item2 == null)
                {
                    break;
                }

                //item2.transform.rotation = Quaternion.identity;
                var item2Y = WrapAngle(item2.transform.localEulerAngles.y);

                //var item2Y = UnityEditor.TransformUtils.GetInspectorRotation(item2.transform).y;
                //transform.localRotation.eulerAngles.y;

                //Debug.LogFormat("{0} {1}", item2Y, item2.name);

                //var plus = itemY + item2Y;

                //Debug.LogFormat("{0} {1}", plus, item2.name);

                if (itemY > 0 && item2Y > 0)
                {
                    item.GetComponent <CustomCardDB>().cardPower += item2.GetComponent <CustomCardDB>().cardPower;
                }
                else if (itemY < 0 && item2Y < 0)
                {
                    item.GetComponent <CustomCardDB>().cardPower += item2.GetComponent <CustomCardDB>().cardPower;
                }
            }
        }

        for (int i = 0; i < battleCards.Length; i++)
        {
            powers[i] = battleCards[i].GetComponent <CustomCardDB>();

            DiceProcessor(powers[i]);
        }
    }
 private void DiceProcessor(CustomCardDB db)
 {
     SetDice(db.cardPower, db);
     db.gameObject.GetComponentInChildren <MouseEventCheck>().dices        = db.gameObject.GetComponentsInChildren <ImageRollTheDice>();
     db.gameObject.GetComponentInChildren <MouseEventCheck>().mouseTrigger = true;
 }