public void SetAbilityInfo(Equipment _equipment, InventoryAbilitySlot _slot)
    {
        bool bIsExit = false;

        while (true)
        {
            if (bIsExit == true)
            {
                break;
            }

            switch (nRandomIndex)
            {
            case (int)E_RANDOM_OPTION.E_HP:
            {
                if (_equipment.fHp != 0)
                {
                    _slot.AbilityExplanation_Text.text = "체력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fHp);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_ACCURACY:
            {
                if (_equipment.fAccuracy != 0)
                {
                    _slot.AbilityExplanation_Text.text = "명중률";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fAccuracy);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_ALL_ATTACK_RATING:
            {
                if (_equipment.fAll_Attack_RatingPlus != 0)
                {
                    _slot.AbilityExplanation_Text.text = "전체 공격력+";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fAll_Attack_RatingPlus);
                    nRandomIndex++;

                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_PHSYICAL_ATTACK_RATING:
            {
                if (_equipment.fPhysical_Attack_Rating != 0)
                {
                    _slot.AbilityExplanation_Text.text = "물리 공격력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fPhysical_Attack_Rating);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_MAGIC_ATTACK_RATING:
            {
                if (_equipment.fMagic_Attack_Rating != 0)
                {
                    _slot.AbilityExplanation_Text.text = "마법 공격력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fMagic_Attack_Rating);
                    nRandomIndex++;

                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_ALL_PENETRATE:
            {
                if (_equipment.fAll_Penetrate != 0)
                {
                    _slot.AbilityExplanation_Text.text = "전체 관통력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fAll_Penetrate);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_PHSYICAL_PENETRATE:
            {
                if (_equipment.fPhysical_Penetrate != 0)
                {
                    _slot.AbilityExplanation_Text.text = "물리 관통력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fPhysical_Penetrate);
                    nRandomIndex++;

                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_MAGIC_PENETRATE:
            {
                if (_equipment.fMagic_Penetrate != 0)
                {
                    _slot.AbilityExplanation_Text.text = "마법 관통력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fMagic_Penetrate);
                    nRandomIndex++;

                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_ALL_DEFENSE:
            {
                if (_equipment.fAll_Defense != 0)
                {
                    _slot.AbilityExplanation_Text.text = "전체 방어력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fAll_Defense);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_PHSYICAL_DEFENSE:
            {
                if (_equipment.fPhysical_Defense != 0)
                {
                    _slot.AbilityExplanation_Text.text = "물리 방어력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fPhysical_Defense);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_MAGIC_DEFENSE:
            {
                if (_equipment.fMagic_Defense != 0)
                {
                    _slot.AbilityExplanation_Text.text = "마법 방어력";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fMagic_Defense);
                    nRandomIndex++;

                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_DODGE:
            {
                if (_equipment.fDodge != 0)
                {
                    _slot.AbilityExplanation_Text.text = "회피";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fDodge);
                    nRandomIndex++;

                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_CRITICAL_RATING:
            {
                if (_equipment.fCritical_Rating != 0)
                {
                    _slot.AbilityExplanation_Text.text = "치명타 확률";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fCritical_Rating);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_CRITICAL_DAMAGE:
            {
                if (_equipment.fCritical_Damage != 0)
                {
                    _slot.AbilityExplanation_Text.text = "치명타 피해량";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fCritical_Damage);
                    nRandomIndex++;

                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_ATTACK_SPEED:
            {
                if (_equipment.fAttack_Speed != 0)
                {
                    _slot.AbilityExplanation_Text.text = "공격속도";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fAttack_Speed);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_COOLTIME:
            {
                if (_equipment.fCoolTime != 0)
                {
                    _slot.AbilityExplanation_Text.text = "쿨타임";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fCoolTime);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            case (int)E_RANDOM_OPTION.E_EXP_BOOST:
            {
                if (_equipment.fExpBoost != 0)
                {
                    _slot.AbilityExplanation_Text.text = "경험치 추가량";
                    _slot.AbilityValue_Text.text       = string.Format("{0}", _equipment.fExpBoost);
                    nRandomIndex++;
                    bIsExit = true;
                    continue;
                }
            }
            break;

            default:
                break;
            }
            nRandomIndex++;
        }
    }
 public void SetIngredientInfo(string _str, InventoryAbilitySlot _slot)
 {
     _slot.AbilityExplanation_Text.text = "";
     _slot.AbilityValue_Text.text       = _str;
 }