// 일정시간 동안 획득 골드량 2배
    public IEnumerator _DoubleGold()
    {
        _Skills temp = new _Skills();

        temp.Cool_Time  = Skills[1].Cool_Time;
        temp.Power_Time = Skills[1].Power_Time;
        temp.IsEnabled  = false;

        Skills[1] = temp;

        DoubleGold = 2;
        while (true)
        {
            if (temp.Power_Time >= 0)
            {
                temp.Power_Time -= Time.deltaTime;
            }
            else
            {
                DoubleGold      = 1;
                temp.Power_Time = Skills[1].Power_Time;
                StartCoroutine(_CoolTime(1));
                yield break;
            }
            yield return(new WaitForEndOfFrame());
        }
    }
    //스킬이 끝난후의 쿨타임 코루틴
    public IEnumerator _CoolTime(int Sk_num)
    {
        _Skills TEMP = new _Skills();

        TEMP.Cool_Time  = Skills[Sk_num].Cool_Time;
        TEMP.Power_Time = Skills[Sk_num].Power_Time;
        while (true)
        {
            if (TEMP.Cool_Time >= 0)
            {
                TEMP.Cool_Time -= Time.deltaTime;
            }
            else
            {
                TEMP.IsEnabled = true;
                TEMP.Cool_Time = Skills[Sk_num].Cool_Time;
                Skills[Sk_num] = TEMP;
                yield break;
            }
            yield return(new WaitForEndOfFrame());
        }
    }
    // 자동 터치 스킬
    public IEnumerator _AutoTouch()
    {
        _Skills temp = new _Skills();

        temp.Cool_Time  = Skills[0].Cool_Time;
        temp.Power_Time = Skills[0].Power_Time;
        //temp.IsEnabled = Skills[0].IsEnabled;
        temp.IsEnabled = false;

        Skills[0] = temp;
        float Timer = 0.2f;

        while (true)
        {
            if (temp.Power_Time >= 0)
            {
                if (Timer >= 0)
                {
                    Timer -= Time.deltaTime;
                }
                else
                {
                    Gold  = Gold + 1 * MulGold * DoubleGold;
                    Timer = 0.2f;
                }

                temp.Power_Time -= Time.deltaTime;
            }
            else
            {
                temp.Power_Time = Skills[0].Power_Time;
                temp.IsEnabled  = false;
                Skills[0]       = temp;
                StartCoroutine(_CoolTime(0));
                yield break;
            }
            yield return(new WaitForEndOfFrame());
        }
    }