void callback_Try_Reinforce(REINFORCE_TYPE rfType)
    {
        UI_Popup_RfProcess popup = UI_Manager.Getsingleton.CreatAndGetPopup <UI_Popup_RfProcess>(UIPOPUP.POPUPRFPROCESS);

        popup.Set_addEventYESButton(() => callback_complete_Rfprocess(nowSelectUnitIdx));

        //실패 수가 1이상이면 실패!
        if (user.User_Units[nowSelectUnitIdx].RefFailCnt >= 1)
        {
            popup.Set_RfProcess(rfType, false, nowSelectUnitIdx, nowSelectUnitIdx);
        }
        else // 아니면 강화성공
        {
            popup.Set_RfProcess(rfType, true, nowSelectUnitIdx, nowSelectUnitIdx);
        }
    }
    void callback_Try_RfEquipItem(REINFORCE_TYPE rfType)
    {
        User _user = UserDataManager.instance.user;
        UI_Popup_RfProcess popup = UI_Manager.Getsingleton.CreatAndGetPopup <UI_Popup_RfProcess>(UIPOPUP.POPUPRFPROCESS);

        popup.Set_addEventYESButton(callback_complete_ReinforceItem);

        if (_user.User_Weapons[Selected_Item.ItemIdx].RefFailCnt >= 1)
        {
            popup.Set_RfProcess(rfType, false, nowSelectUnitIdx, Selected_Item.ItemIdx);
        }
        else
        {
            popup.Set_RfProcess(rfType, true, nowSelectUnitIdx, Selected_Item.ItemIdx);
        }
    }
    void callback_Try_Reinforce(REINFORCE_TYPE rfType)
    {
        User _user               = UserDataManager.instance.user;
        uint _unitIdx            = _user.User_useUnit.UnitIdx;
        UI_Popup_RfProcess popup = UI_Manager.Getsingleton.CreatAndGetPopup <UI_Popup_RfProcess>(UIPOPUP.POPUPRFPROCESS);

        popup.Set_addEventYESButton(() => callback_complete_Rfprocess(_user.User_useUnit.UnitIdx));

        //실패 수가 1이상이면 실패!
        if (_user.User_Units[_user.User_useUnit.UnitIdx].RefFailCnt >= 1)
        {
            popup.Set_RfProcess(rfType, false, _unitIdx, _unitIdx);
        }
        else // 아니면 강화성공
        {
            popup.Set_RfProcess(rfType, true, _unitIdx, _unitIdx);
        }
    }
    public void Set_RfProcess(REINFORCE_TYPE RfType, bool isRfSuccess, uint _unitIdx, uint _ItemIdx)
    {
        Active_RfProcessObj(RfState);

        UnitIdx = _unitIdx;
        ItemIdx = _ItemIdx;


        if (isRfSuccess)
        {
            // 강화아이템 정보
            Set_RfInfo(RfType);

            //강화 성공시 분석 떄리기
            Analyze_successRf(RfType);

            Ani.SetTrigger("Rf_success");
        }
        else
        {
            Ani.SetTrigger("Rf_fail");
        }
    }
    //강화 성공시 분석 떄리기
    void Analyze_successRf(REINFORCE_TYPE rfType)
    {
        User _user = UserDataManager.instance.user;

        //if(rfType == REINFORCE_TYPE.UNIT)
        //{
        //	Dictionary<uint, infos_unit> _dic_unitinfo = TableDataManager.instance.Infos_units;

        //	AnalysisManager.instance.Anl_CustomEvt(DefineKey.Reinforce, DefineKey.ReinforceUnit, //유닛강화
        //	_dic_unitinfo[UnitIdx].UnitName,												//유닛이름
        //	string.Format("{0}{1}", DefineKey.RfLV, _user.User_Units[UnitIdx].RefLv),			//강화레벨
        //	1);
        //}
        //else if (rfType == REINFORCE_TYPE.WEAPON)
        //{
        //	Dictionary<uint, Infos_Weapon> _dic_weaponinfo = TableDataManager.instance.Infos_weapons;

        //	AnalysisManager.instance.Anl_CustomEvt(DefineKey.Reinforce, DefineKey.ReinforceWpn,				 //무기강화
        //	_dic_weaponinfo[ItemIdx].WpnName,															//무기이름
        //	string.Format("{0}{1}", DefineKey.RfLV, _user.User_Weapons[UnitIdx][ItemIdx].RefLv),				//강화레벨
        //	1);

        //}
    }
Exemple #6
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    public void Set_ReinforceInfo(REINFORCE_TYPE rfType, uint _unitIdx, uint _ItemIdx)
    {
        User _user = UserDataManager.instance.user;

        reinforceType = rfType;
        UnitIdx       = _unitIdx;
        ItemIdx       = _ItemIdx;

        string itemName = string.Empty;

        string[] rate = new string[2];

        if (rfType == REINFORCE_TYPE.UNIT)
        {
            Dic_infosUnitRfprice = TableDataManager.instance.Infos_UnitReinforces;

            itemName = TableDataManager.instance.Infos_units[UnitIdx].UnitName;
            byte maxRfLv  = TableDataManager.instance.Get_MaxRefLv();
            byte nextRfLv = (byte)(_user.User_Units[UnitIdx].RefLv + 1);
            if (nextRfLv >= maxRfLv)
            {
                nextRfLv     = maxRfLv;
                ItemPrice[0] = TableDataManager.instance.Infos_ConstValues[(int)ConstValue_TYPE.Const_BuySubSkillPrice].ConsVal;                 //스킬 보석 가격
            }

            ItemPrice[1] = Dic_infosUnitRfprice[nextRfLv].NeedGold;
            //rate[0] = string.Format("100%");
            //rate[1] = string.Format("{0}%", Dic_infosRfprice[nextRfLv].GoldSucPer);

            //이름
            text_RfItemName.text = string.Format("{0} <color=#FF3E56>Lv.{1}</color>", itemName, _user.User_Units[UnitIdx].RefLv);

            //레벨표시
            //text_RfLv.text = string.Format("Lv{0} / Lv{1}", _user.User_Units[UnitIdx].RefLv, maxRfLv);
        }
        else if (rfType == REINFORCE_TYPE.WEAPON)
        {
            Dic_infosWpnRfprice = TableDataManager.instance.Infos_WeaponReinforces;
            itemName            = TableDataManager.instance.Infos_weapons[ItemIdx].WpnName;
            byte maxRfLv  = TableDataManager.instance.Get_MaxRefLv();
            byte nextRfLv = (byte)(_user.User_Weapons[ItemIdx].RefLv + 1);
            if (nextRfLv >= maxRfLv)
            {
                nextRfLv = maxRfLv;
            }
            //ItemPrice[0] = Dic_infosRfprice[nextRfLv].NeedGem;
            ItemPrice[1] = Dic_infosWpnRfprice[nextRfLv].NeedGold;
            //rate[0] = string.Format("100%");
            //rate[1] = string.Format("{0}%", Dic_infosRfprice[nextRfLv].GoldSucPer);

            //이름
            text_RfItemName.text = string.Format("{0} <color=#ff3e56>Lv.{1}</color>", itemName, _user.User_Weapons[ItemIdx].RefLv);
        }



        //스펙표시
        Set_SpecInfo(reinforceType);



        // 가격및 확률표시
        Lst_textPrice[(int)(ITEMTYPE.GEM) - 1].text        = ItemPrice[0].ToString();
        Lst_textPrice[(int)(ITEMTYPE.GOLD) - 1].text       = ItemPrice[1].ToString();
        Lst_textSuccessRate[(int)(ITEMTYPE.GEM) - 1].text  = rate[0];
        Lst_textSuccessRate[(int)(ITEMTYPE.GOLD) - 1].text = rate[1];
    }
Exemple #7
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    //강화레벨 따른 오브젝트 활성화 설정
    void Activate_ReinfObects(REINFORCE_TYPE reinfType, byte nowRflv, byte nextRflv)
    {
        if (reinfType == REINFORCE_TYPE.UNIT)
        {
            //스펙 element 4개 활성화하기
            Activate_SpecElements(3);

            //스펙4번쨰 하이라이트 오브젝트 활성
            HighlightObj.SetActive(true);

            //lv5 스펙 언락오브젝트 활성
            Lst_nextSpecUnlockObj[0].SetActive(nowRflv >= 5);
            //lv5 스펙 락오브젝트 비활성
            Lst_nextSpecLockObj[0].SetActive(!(nowRflv >= 5));


            //lv10 스펙 언락오브젝트 활성
            Lst_nextSpecUnlockObj[1].SetActive(nowRflv >= 10);
            //lv10 스펙 락오브젝트 비활성
            Lst_nextSpecLockObj[1].SetActive(!(nowRflv >= 10));


            //lv15 스펙 언락오브젝트 활성
            Lst_nextSpecUnlockObj[2].SetActive(nowRflv >= 15);
            //lv15 스펙 락오브젝트 비활성
            Lst_nextSpecLockObj[2].SetActive(!(nowRflv >= 15));

            if (nowRflv >= 5)
            {
            }
            if (nowRflv >= 10)
            {
            }
            if (nowRflv >= 15)
            {
                //User_Units userUnit = UserDataManager.instance.user.User_Units[UnitIdx];
                //if (userUnit.SubSkill == 0)//서브 스킬 처음 구매이면
                //{
                //	//업글 버튼 활성
                //	Lst_ButtonObj[0].SetActive(true);
                //	Lst_ButtonObj[1].SetActive(false);
                //}
                //else // 서브 스킬 두번쨰 구매이면
                //{
                //	//서브스킬 구매 버튼 활성
                //	Lst_ButtonObj[0].SetActive(false);
                //	Lst_ButtonObj[1].SetActive(true);
                //}

                //Test 15레벨이면 버튼 잠금
                Lst_ButtonObj[0].SetActive(false);
                Lst_ButtonObj[1].SetActive(false);

                //다음 스펙오브젝트 비활성화
                Lst_SpecObj[0].SetActive(true);
                Lst_SpecObj[1].SetActive(false);
            }
            else
            {
                //업글 버튼 활성
                Lst_ButtonObj[0].SetActive(true);
                Lst_ButtonObj[1].SetActive(false);

                //현재,다음 스펙오브젝트 활성화
                Lst_SpecObj[0].SetActive(true);
                Lst_SpecObj[1].SetActive(true);
            }
        }
        else if (reinfType == REINFORCE_TYPE.WEAPON)
        {
            //스펙 element 2개 활성화하기
            Activate_SpecElements(2);

            //스펙4번쨰 하이라이트 오브젝트 비활성
            HighlightObj.SetActive(false);

            //모든 언락 오브젝트 활성, 모든 락오브젝트 비활성
            int totalcount = Lst_nextSpecUnlockObj.Count;
            for (int i = 0; i < totalcount; i++)
            {
                Lst_nextSpecUnlockObj[i].SetActive(true);
                Lst_nextSpecLockObj[i].SetActive(false);
            }

            //업글 버튼 활성
            Lst_ButtonObj[0].SetActive(true);
            Lst_ButtonObj[1].SetActive(false);
        }
    }
Exemple #8
0
    //스펙 표시 설정
    void Set_SpecInfo(REINFORCE_TYPE rfType)
    {
        User _user = UserDataManager.instance.user;

        if (rfType == REINFORCE_TYPE.UNIT)
        {
            Dictionary <uint, infos_unit> _dic_unitinfo = TableDataManager.instance.Infos_units;
            byte maxRfLv  = TableDataManager.instance.Get_MaxRefLv();
            byte nowRfLv  = (byte)(_user.User_Units[UnitIdx].RefLv);
            byte nextRfLv = (byte)(_user.User_Units[UnitIdx].RefLv + 1);

            if (nextRfLv >= maxRfLv)
            {
                nextRfLv = maxRfLv;
            }

            //레벨 대하여 spec 오브젝트 활성화
            Activate_ReinfObects(rfType, nowRfLv, nextRfLv);



            //능력치이름
            Lst_textSpecName[0].text = TextDataManager.Dic_TranslateText[400];                     //체력
            Lst_textSpecName[1].text = TextDataManager.Dic_TranslateText[401];                     //이동속도
            Lst_textSpecName[2].text = TextDataManager.Dic_TranslateText[402];                     //장전속도
            Lst_textSpecName[3].text = TextDataManager.Dic_TranslateText[403];                     //서브스킬

            //현재능력치
            Lst_textNowSpecValue[0].text = StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].Hp, nowRfLv, true).ToString();
            //다음능력치
            Lst_textNxtSpecValue[0].text = StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].Hp, nextRfLv, true).ToString();

            if (nowRfLv >= 4)
            {
                //현재능력치
                Lst_textNowSpecValue[1].text = StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].MvSpeed, nowRfLv, false, 0.05f, 4).ToString();

                //다음능력치
                Lst_textNxtSpecValue[1].text = StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].MvSpeed, nextRfLv, false, 0.05f, 4).ToString();
            }
            else
            {
                //현재능력치
                Lst_textNowSpecValue[1].text = _dic_unitinfo[UnitIdx].MvSpeed.ToString();
            }
            if (nowRfLv >= 9)
            {
                //현재능력치
                Lst_textNowSpecValue[2].text = string.Format("+{0}", StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].RldSpeed, nowRfLv, true, 5f, 9));

                //다음능력치
                Lst_textNxtSpecValue[2].text = string.Format("+{0}", StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].RldSpeed, nextRfLv, true, 5f, 9));
            }
            else
            {
                //현재능력치
                Lst_textNowSpecValue[2].text = "+" + _dic_unitinfo[UnitIdx].RldSpeed.ToString();
            }
            if (nowRfLv >= 15)
            {
                User_Units userUnit = _user.User_Units[UnitIdx];

                if (userUnit.SubSkill == 0)
                {
                    isFirstBuySubskill = true;                     //처음 서브스킬 구매한다.

                    //현재능력치
                    Lst_textNowSpecValue[3].text = "----";
                }
                else
                {
                    //현재능력치
                    Lst_textNowSpecValue[3].text = TableDataManager.instance.Infos_Skills[userUnit.SubSkill].SkillName;
                }

                //다음능력치
                Lst_textNxtSpecValue[3].text = "?";
            }
        }
        else if (rfType == REINFORCE_TYPE.WEAPON)
        {
            Dictionary <uint, Infos_Weapon> _dic_weaponinfo = TableDataManager.instance.Infos_weapons;
            byte nowRfLv  = (byte)(_user.User_Weapons[ItemIdx].RefLv);
            byte nextRfLv = (byte)(_user.User_Weapons[ItemIdx].RefLv + 1);

            //spec 오브젝트 활성화
            Activate_ReinfObects(rfType, nowRfLv, nextRfLv);

            Lst_textSpecName[0].text = TextDataManager.Dic_TranslateText[405];             //위력
            Lst_textSpecName[1].text = TextDataManager.Dic_TranslateText[406];             // 크리티컬

            //현재능력치
            float nowAtkMin = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].AtkMin, nowRfLv, true);
            float nowAtkMax = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].AtkMax, nowRfLv, true);
            Lst_textNowSpecValue[0].text = string.Format("{0}~{1}", nowAtkMin, nowAtkMax);
            Lst_textNowSpecValue[1].text = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].Critical, nowRfLv, false).ToString();

            //다음능력치
            float nextAtkMin = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].AtkMin, nextRfLv, true);
            float nextAtkMax = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].AtkMax, nextRfLv, true);
            Lst_textNxtSpecValue[0].text = string.Format("{0}~{1}", nextAtkMin, nextAtkMax);
            Lst_textNxtSpecValue[1].text = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].Critical, nextRfLv, false).ToString();
        }
    }
    // 강화아이템 정보 설정
    void Set_RfInfo(REINFORCE_TYPE RfType)
    {
        User _user    = UserDataManager.instance.user;
        uint _unitIdx = UnitIdx;

        if (RfType == REINFORCE_TYPE.UNIT)
        {
            Dictionary <uint, infos_unit> _dic_unitinfo = TableDataManager.instance.Infos_units;
            byte maxRfLv  = TableDataManager.instance.Get_MaxRefLv();
            byte nowRfLv  = (byte)(_user.User_Units[UnitIdx].RefLv - 1);
            byte nextRfLv = (byte)(_user.User_Units[UnitIdx].RefLv);

            if (nextRfLv >= maxRfLv)
            {
                nowRfLv  = maxRfLv;
                nextRfLv = maxRfLv;
            }

            //레벨 대하여 spec 오브젝트 활성화
            Activate_ReinfObects(RfType, nextRfLv);

            //강화 이름
            text_RfItemName.text = string.Format("{0} <color=#ff3e56>Lv.{1}</color>", _dic_unitinfo[UnitIdx].UnitName, nextRfLv);

            //능력치이름
            Lst_textSpecName[0].text = TextDataManager.Dic_TranslateText[400];             //체력
            Lst_textSpecName[1].text = TextDataManager.Dic_TranslateText[401];             //이동속도
            Lst_textSpecName[2].text = TextDataManager.Dic_TranslateText[402];             //장전속도
            Lst_textSpecName[3].text = TextDataManager.Dic_TranslateText[403];             //서브스킬
            //현재능력치
            Lst_textNowSpecValue[0].text = StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].Hp, nowRfLv, true).ToString();
            //다음능력치
            Lst_textNxtSpecValue[0].text = StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].Hp, nextRfLv, true).ToString();

            if (nextRfLv >= 5)
            {
                //현재능력치
                Lst_textNowSpecValue[1].text = StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].MvSpeed, nowRfLv, false, 0.05f, 4).ToString();

                //다음능력치
                Lst_textNxtSpecValue[1].text = StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].MvSpeed, nextRfLv, false, 0.05f, 4).ToString();
            }
            else
            {
                //현재능력치
                Lst_textNowSpecValue[1].text = _dic_unitinfo[UnitIdx].MvSpeed.ToString();
            }
            if (nextRfLv >= 10)
            {
                //현재능력치
                Lst_textNowSpecValue[2].text = string.Format("+{0}", StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].RldSpeed, nowRfLv, true, 5f, 9));

                //다음능력치
                Lst_textNxtSpecValue[2].text = string.Format("+{0}", StaticMethod.Get_nextSpec(_dic_unitinfo[UnitIdx].RldSpeed, nextRfLv, true, 5f, 9));
            }
            else
            {
                //현재능력치
                Lst_textNowSpecValue[2].text = "+" + _dic_unitinfo[UnitIdx].RldSpeed.ToString();
            }
            if (nextRfLv >= 15)
            {
                User_Units userUnit = _user.User_Units[UnitIdx];

                if (userUnit.SubSkill == 0)
                {
                    //현재능력치
                    Lst_textNowSpecValue[3].text = "----";
                }
                else
                {
                    //현재능력치
                    Lst_textNowSpecValue[3].text = /*Get_BfSubSkillName()*/ TableDataManager.instance.Infos_Skills[userUnit.SubSkill].SkillName;
                }

                if (_user.User_DrawSkills[UnitIdx].SubSkill != 0)
                {
                    //다음능력치
                    Lst_textNxtSpecValue[3].text = TableDataManager.instance.Infos_Skills[_user.User_DrawSkills[UnitIdx].SubSkill].SkillName;

                    //현재 가진 서브스킬있으므로 서브스킬바꿀껀지 로직들어감
                    IsAskChangeSubSkill = true;
                }
                else
                {
                    //현재 가진 서브스킬없으므로 서브스킬바꿀껀지 로직안들어가도됨
                    IsAskChangeSubSkill = false;
                }
            }
        }
        else if (RfType == REINFORCE_TYPE.WEAPON)
        {
            //스펙=============
            Dictionary <uint, Infos_Weapon> _dic_weaponinfo = TableDataManager.instance.Infos_weapons;
            byte nowRfLv  = (byte)(_user.User_Weapons[ItemIdx].RefLv - 1);
            byte nextRfLv = (byte)(_user.User_Weapons[ItemIdx].RefLv);

            //강화 아이템 이름
            text_RfItemName.text = string.Format("{0} <color=#ff3e56>Lv.{1}</color>", TableDataManager.instance.Infos_weapons[ItemIdx].WpnName, nextRfLv);

            //레벨 대하여 spec 오브젝트 활성화
            Activate_ReinfObects(RfType, nextRfLv);

            Lst_textSpecName[0].text = TextDataManager.Dic_TranslateText[405];             //위력
            Lst_textSpecName[1].text = TextDataManager.Dic_TranslateText[406];             // 크리티컬

            //현재능력치
            float nowAtkMin = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].AtkMin, nowRfLv, true);
            float nowAtkMax = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].AtkMax, nowRfLv, true);
            Lst_textNowSpecValue[0].text = string.Format("{0}~{1}", nowAtkMin, nowAtkMax);
            Lst_textNowSpecValue[1].text = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].Critical, nowRfLv, false).ToString();

            //다음능력치
            float nextAtkMin = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].AtkMin, nextRfLv, true);
            float nextAtkMax = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].AtkMax, nextRfLv, true);
            Lst_textNxtSpecValue[0].text = string.Format("{0}~{1}", nextAtkMin, nextAtkMax);
            Lst_textNxtSpecValue[1].text = StaticMethod.Get_nextSpec(_dic_weaponinfo[ItemIdx].Critical, nextRfLv, false).ToString();
        }
    }
    //강화레벨 따른 오브젝트 활성화 설정
    void Activate_ReinfObects(REINFORCE_TYPE reinfType, byte nowRflv)
    {
        if (reinfType == REINFORCE_TYPE.UNIT)
        {
            //스펙 element 4개만큼 활성화하기
            Activate_SpecElements(3);

            //스펙4번쨰 하이라이트 오브젝트 활성
            HighlightObj.SetActive(false);            //test


            //moveSpeed스펙 언락오브젝트 활성
            Lst_nextSpecUnlockObj[0].SetActive(nowRflv >= 5);
            //moveSpeed스펙 락오브젝트 비활성
            Lst_nextSpecLockObj[0].SetActive(!(nowRflv >= 5));


            //reloadSpeed스펙 언락오브젝트 활성
            Lst_nextSpecUnlockObj[1].SetActive(nowRflv >= 10);
            //reloadSpeed스펙 락오브젝트 비활성
            Lst_nextSpecLockObj[1].SetActive(!(nowRflv >= 10));


            //subSkill스펙 언락오브젝트 활성
            Lst_nextSpecUnlockObj[2].SetActive(nowRflv >= 15);
            //subSkill스펙 락오브젝트 비활성
            Lst_nextSpecLockObj[2].SetActive(!(nowRflv >= 15));

            //if (nowRflv >= 5)
            //{

            //}
            //else
            //{
            //    //moveSpeed스펙 언락오브젝트 비활성
            //    Lst_nextSpecUnlockObj[0].SetActive(!(nowRflv >= 5));
            //    //moveSpeed스펙 락오브젝트 활성
            //    Lst_nextSpecLockObj[0].SetActive(nowRflv >= 5);
            //}
            //if (nowRflv >= 10)
            //{

            //}
            //else
            //{
            //    //moveSpeed스펙 언락오브젝트 비활성
            //    Lst_nextSpecUnlockObj[1].SetActive(!(nowRflv >= 5));
            //    //moveSpeed스펙 락오브젝트 활성
            //    Lst_nextSpecLockObj[1].SetActive(nowRflv >= 5);
            //}
            //if (nowRflv >= 15)
            //{


            //}
            //else
            //{
            //    //moveSpeed스펙 언락오브젝트 비활성
            //    Lst_nextSpecUnlockObj[2].SetActive(!(nowRflv >= 15));
            //    //moveSpeed스펙 락오브젝트 활성
            //    Lst_nextSpecLockObj[2].SetActive(nowRflv >= 15);
            //}
        }
        else if (reinfType == REINFORCE_TYPE.WEAPON)
        {
            //스펙 element 2개만큼 활성화하기
            Activate_SpecElements(2);

            //스펙4번쨰 하이라이트 오브젝트 활성
            HighlightObj.SetActive(false);

            //모든 언락 오브젝트 활성, 모든 락오브젝트 비활성
            int totalcount = Lst_nextSpecUnlockObj.Count;
            for (int i = 0; i < totalcount; i++)
            {
                Lst_nextSpecUnlockObj[i].SetActive(true);
                Lst_nextSpecLockObj[i].SetActive(false);
            }
        }
    }