public void SendUseSkill(int type, Vector3 position, Quaternion rotation)
    {
        CM_UseSkill myMsg = new CM_UseSkill();

        myMsg.skillType = type;
        myMsg.position  = position;
        myMsg.rotation  = rotation;
        byte[] newMsg = MyTool.StructToBytes <CM_UseSkill>(myMsg);
        byte[] newBuf = new byte[newMsg.Length + 1];
        newBuf[0] = (byte)CTCType.UseSkill;
        for (int i = 0; i < newMsg.Length; ++i)
        {
            newBuf[i + 1] = newMsg[i];
        }
        networkSendList.Add(newBuf);
    }
    private void Update()
    {
        if (listnerThread != null)
        {
            print(listnerThread.ThreadState + "상태");
        }
        switch (currentState)
        {
        case ClientNetworkState.Matching:
            if (targetIp.Length != 0)
            {
                string newTartget;
                lock (listenerLocker)
                {
                    newTartget = targetIp;
                }
                if (newTartget == "0")
                {
                    BindPlayerServer();
                }
                else
                {
                    ConnectToPlayerServer();
                }
            }
            break;

        case ClientNetworkState.InGame:
            // 메세지큐 수신 처리
        {
            while (networkReceivedList.Count > 0)
            {
                byte[] recievedBuf;
                lock (listenerLocker)
                {
                    recievedBuf = networkReceivedList.Dequeue();
                }
                switch ((CTCType)recievedBuf[0])
                {
                case CTCType.AttackSuccess:
                {
                    byte[] realBuf = new byte[recievedBuf.Length - 1];
                    for (int i = 0; i < recievedBuf.Length - 1; ++i)
                    {
                        realBuf[i] = recievedBuf[i + 1];
                    }
                    CM_AttackSuccess msg = MyTool.BytesToStruct <CM_AttackSuccess>(realBuf);
                    GameMain.GetInstance().Attack((msg.type == CharacterType.Local ? CharacterType.Enemy : CharacterType.Local), msg.damage, true);
                }
                break;

                case CTCType.SendTime:
                {
                    byte[] realBuf = new byte[recievedBuf.Length - 1];
                    for (int i = 0; i < recievedBuf.Length - 1; ++i)
                    {
                        realBuf[i] = recievedBuf[i + 1];
                    }
                    CM_SendTime msg = MyTool.BytesToStruct <CM_SendTime>(realBuf);
                    GameMain.GetInstance().timer = msg.timer - (float)(DateTime.Now - DateTime.Parse(msg.dateTime)).TotalSeconds;
                }
                break;

                case CTCType.Disconnect:
                {
                    ChangeState(ClientNetworkState.Matching);
                    return;
                }
                break;

                case CTCType.NoticeDeath:
                {
                    byte[] realBuf = new byte[recievedBuf.Length - 1];
                    for (int i = 0; i < recievedBuf.Length - 1; ++i)
                    {
                        realBuf[i] = recievedBuf[i + 1];
                    }
                    CM_NoticeDeath msg = MyTool.BytesToStruct <CM_NoticeDeath>(realBuf);
                    GameMain.GetInstance().Death((msg.characterType == CharacterType.Local ? CharacterType.Enemy : CharacterType.Local), msg.position, true);
                }
                break;

                case CTCType.UpdatePosition:
                {
                    byte[] realBuf = new byte[recievedBuf.Length - 1];
                    for (int i = 0; i < recievedBuf.Length - 1; ++i)
                    {
                        realBuf[i] = recievedBuf[i + 1];
                    }
                    CM_UpdatePosition msg = MyTool.BytesToStruct <CM_UpdatePosition>(realBuf);
                    Enemy.GetInstance().UpdatePosition(msg.position, msg.velocity);
                }
                break;

                case CTCType.UseSkill:
                {
                    byte[] realBuf = new byte[recievedBuf.Length - 1];
                    for (int i = 0; i < recievedBuf.Length - 1; ++i)
                    {
                        realBuf[i] = recievedBuf[i + 1];
                    }
                    CM_UseSkill msg = MyTool.BytesToStruct <CM_UseSkill>(realBuf);
                    LocalCharacter.GetInstance().InstantiateMissle(msg.skillType, msg.position, msg.rotation, true);
                }
                break;
                }
            }
        }

            // 메세지 전송 처리
            {
                for (int i = 0; i < networkSendList.Count; ++i)
                {
                    SendToServer(networkSendList[i]);
                }
                networkSendList.Clear();
            }
            break;
        }
        if (matchingFlag)
        {
            if (currentState != ClientNetworkState.Ready)
            {
                ChangeState(ClientNetworkState.Matching);
            }
            matchingFlag = false;
        }
        if (refreshThread && listnerThread.ThreadState == ThreadState.Stopped)
        {
            listnerThread.Start();
            refreshThread = true;
        }
    }