/// <summary>
    /// 획득 UI 활성화
    /// </summary>
    /// <param name="value"></param>
    public void ActivatedInfoUI(int value, Actor target, AcquireType acquireType)
    {
        // 획득 UI 노출
        AcquireUI acquireUI = Generate(target.transform.position, acquireType);

        if (acquireUI != null)
        {
            acquireUI.SetInfo(value, target.transform);
        }
    }
    /// <summary>
    /// 획득 UI 초기화
    /// </summary>
    /// <param name="position">표시될 지점</param>
    /// <param name="acquireType">표시될 획득 정보 타입</param>
    /// <returns></returns>
    public AcquireUI Generate(Vector3 position, AcquireType acquireType)
    {
        // 인덱스를 범어났을 시 초기화
        if (acquireUiOrderIndex >= acquireUIs.Length)
        {
            acquireUiOrderIndex = 0;
        }

        AcquireUI acquireUI = acquireUIs[acquireUiOrderIndex];

        // 위치, 인덱스, 스프라이트 셋팅
        acquireUI.transform.position = position;
        acquireUI.UiIndex            = acquireUiOrderIndex;
        acquireUI.Icon = GameManager.Instance.SpriteSetManager.GetSprite(acquireType.ToString());

        // 획득 UI 화면에 표시
        acquireUI.gameObject.SetActive(true);

        // 인덱스 증가
        acquireUiOrderIndex++;

        return(acquireUI);
    }