public void OnClick_ForceAllow() { if (!Force[1].gameObject.activeInHierarchy) { return; } if (Cog < weapon.Price[SelectForce]) { FX.EffectPlay(FX.SYSTEMS.SYSTEM_FAIL); return; } FX.EffectPlay(FX.SYSTEMS.UI_SELECT); GetCogs(-(int)weapon.Price[SelectForce]); weapon.AllowForce(SelectForce); for (int j = 0; j < weapon.Force_Name.Length; j++) { ForceSlots[j].text = weapon.Force_Name[j] + "(부품 " + weapon.Price[j] + ")";; if (weapon.CanShow[j]) { ForceSlots[j].gameObject.SetActive(true); } else { ForceSlots[j].gameObject.SetActive(false); } } Force[0].gameObject.SetActive(false); Force[1].gameObject.SetActive(false); if (SelectWeapon == 0) { SetWeaponSprite(weapon.Down, SelectWeapon); } }