UIItem_ResultUnitSlot Get_slotElement(GainItem _gainItem)
    {
        UIItem_ResultUnitSlot slot = null;

        if (Lst_ResultSlotElement[resultSlotIdx].IsActiveSlot)
        {
            slot = Lst_ResultSlotElement[resultSlotIdx];
            resultSlotIdx++;
        }


        return(slot);
    }
    void Create_ResultSlotElement()
    {
        //유닛구성정보 체크
        Dictionary <uint, Infos_EventItemTime> dic_eventUnit     = TableDataManager.instance.Infos_EventItemTimes;
        Dictionary <uint, infos_unit>          _dicInfosUnit     = TableDataManager.instance.Infos_units;
        Dictionary <uint, infos_unit>          _DicInfosUnitTemp = new Dictionary <uint, infos_unit>();

        foreach (var infoUnit in _dicInfosUnit)
        {
            //이벤트 유닛 인데 가지고 있으면 구성정보에 추가 없으면 뺸다
            if (dic_eventUnit.ContainsKey(infoUnit.Value.UnitIdx))
            {
                if (TimeManager.Instance.Get_nowTime() > dic_eventUnit[infoUnit.Value.UnitIdx].BuyEndTm)
                {
                    _DicInfosUnitTemp[infoUnit.Value.UnitIdx] = infoUnit.Value;
                }
                else
                {
                    if (UserDataManager.instance.user.User_Units.ContainsKey(infoUnit.Value.UnitIdx))
                    {
                        _DicInfosUnitTemp[infoUnit.Value.UnitIdx] = infoUnit.Value;
                    }
                }
            }
            else
            {
                _DicInfosUnitTemp[infoUnit.Value.UnitIdx] = infoUnit.Value;
            }
        }


        //유닛구성정보 할당
        Dic_infosUnit.Clear();
        Dic_infosUnit = _DicInfosUnitTemp;


        //생성
        foreach (var item in Dic_infosUnit)
        {
            UIItem_ResultUnitSlot resultEle = UI_Manager.Getsingleton.CreatUI(UIITEM.ITEM_RESULTUNITSLOT, Tr_content) as UIItem_ResultUnitSlot;
            Lst_ResultSlotElement.Add(resultEle);
        }
    }