public void SetList()
    {
        if (firstSetList)
        {
            firstSetList = false;
            OnceInventoryModel.Param inventory = MonoBehaviourSingleton <OnceManager> .I.result.inventory;
            equipItemInventory = EquipItemInfo.CreateList(inventory.equipItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_EQUIP_INVENTORY);

            skillItemInventory = SkillItemInfo.CreateList(inventory.skillItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_SKILL_INVENTORY);

            skillMaterialInventory = SkillItemInfo.CreateListFromItem(inventory.item);
            abilityItemInventory   = AbilityItemInfo.CreateList(inventory.abilityItem);
            inGameTempItemInventory.Clear();
            equipItemFilterList.Clear();
            itemInventory        = ItemInfo.CreateList(inventory.item);
            abilityItemInventory = InventoryList <AbilityItemInfo, AbilityItem> .CreateList(inventory.abilityItem);

            SetExpiredAtList(inventory.expiredItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_ITEM_INVENTORY);

            questItemInventory = QuestItemInfo.CreateList(inventory.questItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_QUEST_ITEM_INVENTORY);

            MonoBehaviourSingleton <QuestManager> .I.needRequestOrderQuestList = true;
        }
    }