void ClickAnswer(int no)
    {
        if (!quizOn)
        {
            return;
        }
        quizOn = false;
        QuizData item = quizList[quizIndex];

        // Is answer correct?
        if (item.correct == no)
        {
            // Display good Effect
            Instantiate(goodEffect);
            // Display soul trail effect
            GameObject go = Instantiate(soulEffect) as GameObject;
            go.GetComponent <SoulEffect>().posX = -1f;
            // Display Happy Effect
            StartCoroutine(DelayActoin(0.6f, () =>
            {
                go = Instantiate(happyEffect, new Vector3(-0.7f, 1f, 0f), Quaternion.identity) as GameObject;
                enemyHpMan.DoDamageHp(10);
            }));
            // Display Actor's motion
            friendAnimator.CrossFade("Good", 0.2f);
            enemyAnimator.CrossFade("Bad", 0.2f);
        }
        else
        {
            // Display Bad Effect
            Instantiate(badEffect);
            // Display soul trail effect
            GameObject go = Instantiate(soulEffect) as GameObject;
            go.GetComponent <SoulEffect>().posX = 1f;
            // Display Happy Effect
            StartCoroutine(DelayActoin(0.6f, () =>
            {
                go = Instantiate(happyEffect, new Vector3(0.7f, 1f, 0f), Quaternion.identity) as GameObject;
                friendHpMan.DoDamageHp(10);
            }));
            // Display Actor's motion
            friendAnimator.CrossFade("Bad", 0.2f);
            enemyAnimator.CrossFade("Good", 0.2f);
        }

        StartCoroutine(DelayActoin(3f, () =>
        {
            DrawQuiz();
        }));
    }
    /// /////////////////////////////////////////////////////////////////////////////////

    public void ClickAnswer(int no)
    {
        if (!quizOn)
        {
            return;
        }
        quizOn = false;
        QuizData item = quizList[quizIndex];

        // Is answer collect?
        if (item.correct == no)
        {
            // Display good Effect
            Instantiate(goodEffect);
            // Display soul trail effect
            GameObject go = Instantiate(soulEffect) as GameObject;
            go.GetComponent <SoulEffect>().posX = -1f;
            // Display Happy Effect
            StartCoroutine(DelayActoin(0.6f, () =>
            {
                go = Instantiate(happyEffect, new Vector3(-0.7f, 1f, 0f), Quaternion.identity) as GameObject;
            }));
            // Display Actor's motion
            friendAnimator.CrossFade("Good", 0.2f);
            enemyAnimator.CrossFade("Bad", 0.2f);
            SumScore.Add(10);
            SumScore.SaveHighScore();
        }
        else
        {
            // Display Bad Effect
            Instantiate(badEffect);
            // Display soul trail effect
            GameObject go = Instantiate(soulEffect) as GameObject;
            go.GetComponent <SoulEffect>().posX = 1f;
            // Display Happy Effect
            StartCoroutine(DelayActoin(0.6f, () =>
            {
                go = Instantiate(happyEffect, new Vector3(0.7f, 1f, 0f), Quaternion.identity) as GameObject;
                friendHpMan.DoDamageHp(30);
            }));
            // Display Actor's motion
            friendAnimator.CrossFade("Bad", 0.2f);
            enemyAnimator.CrossFade("Good", 0.2f);
            SumScore.SaveHighScore();

            // Add to result data.
            string questionKey = "question" + wrongCnt.ToString();
            string correctKey  = "correct" + wrongCnt.ToString();
            string questionVal = item.question;
            string correctVal  = answerLabels[item.correct].text;

            Debug.Log("Save : " + questionKey);
            Debug.Log("Save : " + questionVal);

            PlayerPrefs.SetString(questionKey, questionVal);
            PlayerPrefs.SetString(correctKey, correctVal);

            wrongCnt++;
        }

        StartCoroutine(DelayActoin(3f, () =>
        {
            DrawQuiz();
        }));
    }