void LoadData() { if (_HeroType == E_HeroType.main) { _slot_no = 1; } ST_S_unit_invenRec saveUnit = new ST_S_unit_invenRec(); saveUnit = DataManager.Instance._SqlSavedata_unit_inven.Get_All_From_slot_no(_slot_no); if (saveUnit.idx > 0) { GameObject prefab = GameWorld.Instance._UnitList.GetPrefab_Unit(saveUnit.unit_code); if (prefab) { GameObject childObj = (GameObject)Instantiate(prefab); if (_HeroType == E_HeroType.sub && _JointRoot != null) { _JointRoot.parent = null; childObj.transform.parent = _JointRoot; } else { childObj.transform.parent = this.transform; } childObj.transform.localPosition = new Vector3(0f, 0f, 0f); childObj.transform.localScale = new Vector3(1f, 1f, 1f); _UnitRoot = childObj.transform; _UnitInfo = _UnitRoot.GetComponentInChildren <UnitInfo>(); _AniController = _UnitRoot.GetComponentInChildren <wt_AnimationController>(); _UnitInfo._Table_idx = saveUnit.idx; _UnitInfo._unit_code = saveUnit.unit_code; _UnitInfo._ClassNo = saveUnit.class_no; _UnitInfo._Level = DataManager.Instance.GetUnitLevel(_UnitInfo._Table_idx.ToString(), _UnitInfo._ClassNo); _UnitInfo._TotalExp = DataManager.Instance._SqlSavedata_unit_inven.Get_total_exp(_UnitInfo._Table_idx.ToString()); _FireType = _UnitInfo._FireType; } else { NGUIDebug.Log("Error LoadData() -- GetPrefab_Unit"); } } else { NGUIDebug.Log("Error LoadData() 1"); } ST_B_UnitRec balanceUnit = new ST_B_UnitRec(); balanceUnit = DataManager.Instance._SqlBalance_unit.Get_UnitRec(_UnitInfo._unit_code, _UnitInfo._Level, _UnitInfo._ClassNo); if (balanceUnit.class_no > 0) { _UnitInfo._HP_Default = _UnitInfo._HP = balanceUnit.hp; _UnitInfo._Attack = balanceUnit.attack; } else { Debug.Log("Error LoadData() 2-->" + "," + _UnitInfo._unit_code + "," + _UnitInfo._Level + "," + _UnitInfo._ClassNo); } if (_HeroType == E_HeroType.sub) { /* 타입별로 포지션 정해지게끔 수정 함. * Vector2 pos = DataManager.Instance.Get_pos_slot(_slot_no); * this.transform.localPosition = pos; * Collider2D col = GetComponentInChildren <Collider2D>(); * if(col) * { * Debug.Log("~~~~~~~ " + col.gameObject.name); * col.enabled = true; * } * */ } }