void HeroSet()
    {
        switch (rare_rate)
        {
        case Rare_rate.S:
            int select_num = 0;
            select_num = Random.Range(0, summon.s_rank_hero.Count - 1);
            //print($"{select_num} , s 랭크");
            result_hero = summon.s_rank_hero[select_num];
            break;

        case Rare_rate.A:
            select_num = Random.Range(0, summon.a_rank_hero.Count - 1);
            //print($"{select_num} , a 랭크");
            result_hero = summon.a_rank_hero[select_num];
            break;

        case Rare_rate.B:
            select_num = Random.Range(0, summon.b_rank_hero.Count - 1);
            //print($"{select_num} , b 랭크");
            result_hero = summon.b_rank_hero[select_num];
            break;

        case Rare_rate.C:
            select_num = Random.Range(0, summon.c_rank_hero.Count - 1);
            //print($"{select_num} , c 랭크");
            result_hero = summon.c_rank_hero[select_num];
            break;
        }
        inventory.SendMessage("AddHero", result_hero);
        popup.SetActive(true);
        popup.GetComponent <PopUp>().SetOn("획득", result_hero.GetComponent <CharacterInfo>().illust);
        rare_rate = Rare_rate.none;
    }
    void DiceRolling()
    {
        gotcha_num = Random.Range(0, 100);

        if (gotcha_num < 9)
        {
            rare_rate = Rare_rate.S;
        }
        if (gotcha_num > 9 && gotcha_num < 33)
        {
            rare_rate = Rare_rate.A;
        }
        if (gotcha_num > 33 && gotcha_num < 66)
        {
            rare_rate = Rare_rate.B;
        }
        if (gotcha_num > 66 && gotcha_num < 100)
        {
            rare_rate = Rare_rate.C;
        }
        HeroSet();
    }