public void SetMaterailImage(InventoryDecomposeSlot _slot, DBBreakMaterial _material)
    {
        if (_material.nIron != 0 && bMaterialCheck[0] == false)
        {
            _slot.SetInfo(_material.nIron, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "Iron"));
            bMaterialCheck[0] = true;
        }
        else if (_material.nFabric != 0 && bMaterialCheck[1] == false)
        {
            _slot.SetInfo(_material.nFabric, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "Fabric"));
            bMaterialCheck[1] = true;
        }
        else if (_material.nWood != 0 && bMaterialCheck[2] == false)
        {
            _slot.SetInfo(_material.nWood, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "Wood"));
            bMaterialCheck[2] = true;
        }

        else if (_material.nWeaponStone != 0 && bMaterialCheck[3] == false)
        {
            _slot.SetInfo(_material.nWeaponStone, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "WeaponStone"));
            bMaterialCheck[3] = true;
        }
        else if (_material.nArmorStone != 0 && bMaterialCheck[4] == false)
        {
            _slot.SetInfo(_material.nArmorStone, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "ArmorStone"));
            bMaterialCheck[4] = true;
        }

        else if (_material.nAccessoryStone != 0 && bMaterialCheck[5] == false)
        {
            _slot.SetInfo(_material.nAccessoryStone, GameManager.Instance.Equipment_MaterialSpriteList.Find(x => x.name == "AccessoryStone"));
            bMaterialCheck[5] = true;
        }
    }
    public void SetSlot(Equipment _equip, int _count)
    {
        //꺼져있는 슬롯을 다시 킨다.
        for (int i = 0; i < 6; i++)
        {
            DecomposeSlots[i].gameObject.SetActive(true);
            bMaterialCheck[i] = false;
        }

        float fInitXPosition = 0;

        switch (_count)
        {
        case 1:
            fInitXPosition = 0;
            for (int i = 0; i < this.gameObject.transform.childCount; i++)
            {
                if (i < _count)
                {
                    DecomposeSlots[i].gameObject.SetActive(true);
                    RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>();
                    rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y);

                    DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex];
                    SetMaterailImage(DecomposeSlots[i], breakMaterial);
                }
                else
                {
                    DecomposeSlots[i].gameObject.SetActive(false);
                }
            }
            break;

        case 2:
            fInitXPosition = -65f;
            for (int i = 0; i < this.gameObject.transform.childCount; i++)
            {
                if (i < _count)
                {
                    DecomposeSlots[i].gameObject.SetActive(true);
                    RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>();
                    rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y);

                    DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex];
                    SetMaterailImage(DecomposeSlots[i], breakMaterial);

                    fInitXPosition += 130f;
                }
                else
                {
                    DecomposeSlots[i].gameObject.SetActive(false);
                }
            }
            break;

        case 3:
            fInitXPosition = -130f;
            for (int i = 0; i < this.gameObject.transform.childCount; i++)
            {
                if (i < _count)
                {
                    DecomposeSlots[i].gameObject.SetActive(true);
                    RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>();
                    rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y);

                    DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex];
                    SetMaterailImage(DecomposeSlots[i], breakMaterial);

                    fInitXPosition += 130f;
                }
                else
                {
                    DecomposeSlots[i].gameObject.SetActive(false);
                }
            }
            break;

        case 4:
            fInitXPosition = -195f;
            for (int i = 0; i < this.gameObject.transform.childCount; i++)
            {
                if (i < _count)
                {
                    DecomposeSlots[i].gameObject.SetActive(true);
                    RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>();
                    rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y);
                    DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex];
                    SetMaterailImage(DecomposeSlots[i], breakMaterial);
                    fInitXPosition += 130f;
                }
                else
                {
                    DecomposeSlots[i].gameObject.SetActive(false);
                }
            }
            break;

        case 5:
            fInitXPosition = -195f;
            for (int i = 0; i < this.gameObject.transform.childCount; i++)
            {
                if (i < _count)
                {
                    DecomposeSlots[i].gameObject.SetActive(true);
                    RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>();
                    rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y);
                    DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex];
                    SetMaterailImage(DecomposeSlots[i], breakMaterial);
                    fInitXPosition += 130f;
                }
                else
                {
                    DecomposeSlots[i].gameObject.SetActive(false);
                }
            }
            break;

        case 6:
            fInitXPosition = -260f;
            for (int i = 0; i < this.gameObject.transform.childCount; i++)
            {
                if (i < _count)
                {
                    DecomposeSlots[i].gameObject.SetActive(true);
                    RectTransform rectTransform = DecomposeSlots[i].transform.GetComponent <RectTransform>();
                    rectTransform.anchoredPosition = new Vector2(fInitXPosition, rectTransform.anchoredPosition.y);
                    DBBreakMaterial breakMaterial = GameManager.Instance.lDBBreakMaterial[_equip.nBreakMaterialIndex];
                    SetMaterailImage(DecomposeSlots[i], breakMaterial);
                    fInitXPosition += 130f;
                }
                else
                {
                    DecomposeSlots[i].gameObject.SetActive(false);
                }
            }
            break;

        default:
            break;
        }
    }