/// <summary>
    /// 수면에 대한 UI효과와 알림을 출력한다.
    /// </summary>
    /// <returns></returns>
    public IEnumerator PutToSleep(GameManager.SleepResultInfo sleepResultInfo, GameManager.OverworkResultInfo overworkResultInfo)
    {
        Debug.Log("black out start");
        panelBlackOut.SetActive(true);
        _isBlackOut = true;
        yield return(new WaitForSeconds(_blackOutTime + 0.5f));

        GeneralUIManager.Inst.UpdateTextDurability();
        GeneralUIManager.Inst.UpdateTextTime();
        GeneralUIManager.Inst.UpdateEnergy();

        Debug.Log("안내 패널 출력");
        panelNotice.SetActive(true);
        RecordResultsForSleep(sleepResultInfo);
        RecordResultsForOverwork(overworkResultInfo);

        _isBlackOut = false;
        panelBlackOut.GetComponent <Image>().color = new Color(0, 0, 0, 0);
        panelBlackOut.SetActive(false);
        Debug.Log("black out end");
    }
 /// <summary>
 /// 수면에 대한 에너지 변화를 안내한다.
 /// </summary>
 public void RecordResultsForSleep(GameManager.SleepResultInfo sleepResultInfo)
 {
     textNotice.text = "에너지를 " + sleepResultInfo.SpendEnergy + "소모하여 내구도를 " + Mathf.Ceil(sleepResultInfo.RegenedDurabilty * 10) / 10
                       + "." + Mathf.Ceil(sleepResultInfo.RegenedDurabilty * 10) % 10 + "%\n 회복했습니다.";
 }