// dialogue open
    public void ShowDialogue(Dialogue diag)
    {
        m_DiagMgrObj.SetActive(true);
        m_ControllerObj.SetActive(false);
        m_Player.Idle();
        m_DCon.Idle();
        // check talking on
        m_IsTalking = true;

        // player controll off
        m_Player.CanNotControl();

        // add dialogue list
        for (int i = 0; i < diag.sentences.Length; i++)
        {
            m_ListSentence.Add(diag.sentences[i]);
            m_ListSprites.Add(diag.sprites[i]);
            m_ListNames.Add(diag.names[i]);
        }
        // coroutine activate
        StartCoroutine(StartDiagoueCoroutine());
    }