// 테스트 아웃풋 카운트 값 가져와서 판단
    public void TextToNext()
    {
        Debug.LogFormat("{0} 스택", stack);
        Color arrowColor = arrow.GetComponent <SpriteRenderer>().color;

        switch (PlayerController.MovePointNum)
        {
        case -1:

            switch (TextOutput.cnt)
            {
            // 복)이미 검은화면인 상태
            //case 0:

            case 1:
                fadeinout.BlinkEye();
                textManger.TextNext();

                // 복)눈 깜박깜박? 검은화면에서 다시 되돌아옴
                return;

            case 2:
                textManger.TextNext();
                StartCoroutine("RokTimeEvent");        // 돌떨어지는 이벤트 시작
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(0), 3);

                return;

            case 5:
                // 텍스트 매니저 퍼즈 걸어서 텍스트 멈춤.
                // 플레이어 컨트롤러에 조건 퍼즈 상태 체크 넣음.
                // 엠프티매니저에 초기화 코드 넣음
                if (stack == -1)
                {
                    //복) 기둥 UI출력
                    TextManger.Condition_Pause = true;
                    gameManager.MovePointNext(-1);
                }
                else
                {
                    textManger.TextNext();
                }

                return;

            case 6:
                if (EventManager.stack == 0)
                {
                    TextManger.Condition_Pause = false;
                    //textManger.TextNext();
                    EventManager.stack = 1;
                    itemParticle.Play();
                    itemUiActive = true;
                }
                else
                {
                    textManger.TextNext();
                    TextManger.Condition_Pause = true;

                    //??) 물체 반짝반짝
                }
                return;

            case 8:
                // 그래 저거면 밧줄을 잘를수 있을거야
                //복) 포커싱 아이템 UI
                heroineEventSetting.HeroinMove(GameObject.FindGameObjectWithTag("Item 1").transform, 0);
                textManger.TextNext();
                return;

            case 10:
                if (EventManager.stack == 1)
                {
                    animationManager.AnimationEventCheck(PlayerController.MovePointNum, TextOutput.cnt);
                    textManger.TextNext();
                }
                if (EventManager.stack == 2 && GameObject.FindGameObjectWithTag("Item 1").activeSelf == true)
                {
                    TextManger.Condition_Pause = true;
                    return;
                }
                else
                {
                    textManger.TextNext();
                }

                return;

            case 13:
                if (EventManager.stack == 3)
                {
                    heroineEventSetting.HeroinMove(gameManager.MovePointfind(0), 0, false);
                    TextManger.Condition_Pause = true;
                }
                else
                {
                    EventManager.stack = 3;
                }

                return;

            case 14:
                EventManager.stack         = 4;
                TextManger.Condition_Pause = true;
                return;

            default:
                textManger.TextNext();
                return;
            }

        case 0:
            switch (TextOutput.cnt)
            {
            case 0:
                //돌떨어지는것 멈춤
                StopCoroutine("RokTimeEvent");

                textManger.TextNext();
                return;

            case 3:
                textManger.TextNext();
                // 괴물 소리 사운드
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(2), 1);
                return;

            case 4:
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                return;

            default:
                textManger.TextNext();
                break;
            }
            break;

        case 2:
            //룩앳을 하든.
            gameManager.MovePointNext(PlayerController.MovePointNum);
            heroineEventSetting.HeroinMove(gameManager.MovePointfind(4), 1);
            TextManger.Condition_Pause = true;    // 대화창 끄기
            return;

        case 6:
            switch (TextOutput.cnt)
            {
            case 6:
                StartCoroutine("GateDown", bigGate);

                //임시 트랜스폼 생성
                TextManger.Condition_Pause = true;

                //룩앳을 하든.
                return;

            default:
                textManger.TextNext();
                break;
            }
            break;

        case 11:
            switch (TextOutput.cnt)
            {
            case 0:
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                //복) UI 첫번째 점프 UI 출력
                return;

            default:
                break;
            }
            return;

        case 12:
            switch (TextOutput.cnt)
            {
            case 0:
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(13), 3);
                return;

            default:
                break;
            }
            return;

        case 13:
            switch (TextOutput.cnt)
            {
            case 0:
                //복)UI이벤트 이단점프 시작
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(15), 3);
                return;

            default:
                break;
            }
            return;

        case 15:
            switch (TextOutput.cnt)
            {
            case 0:
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(17), 3);
                return;

            default:
                break;
            }
            return;

        case 16:
            switch (TextOutput.cnt)
            {
            case 0:
                //복)UI이벤트 붕대감고 올라가봐 갈고리!
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                return;

            default:
                break;
            }
            return;

        case 17:
            switch (TextOutput.cnt)
            {
            case 1:
                TextManger.Condition_Pause = true;
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(18), 3);
                gameManager.MovePointNext(PlayerController.MovePointNum);
                return;

            default:
                textManger.TextNext();
                break;
            }
            return;

        case 18:
            switch (TextOutput.cnt)
            {
            case 2:
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(19), 3);
                return;

            default:
                textManger.TextNext();
                break;
            }
            return;

        case 19:
            switch (TextOutput.cnt)
            {
            case 1:
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(21), 3);
                return;

            default:
                textManger.TextNext();
                break;
            }
            return;

        case 21:
            switch (TextOutput.cnt)
            {
            case 1:
                TextManger.Condition_Pause = true;
                gameManager.MovePointNext(PlayerController.MovePointNum);
                heroineEventSetting.HeroinMove(gameManager.MovePointfind(24), 3);
                return;

            default:
                textManger.TextNext();
                break;
            }
            return;

        case 24:
            switch (TextOutput.cnt)
            {
            case 6:
                TextManger.Condition_Pause = true;

                StartCoroutine(fadeinout.F_out(2f));

                StartSceneReset();
                return;

            default:
                textManger.TextNext();
                break;
            }
            break;

        default:
            textManger.TextNext();
            break;
        }
    }