public void DisableInventoryUI()
    {
        if (EBACKBUTTON.Disable == m_eBackButtonCheck)
        {
            m_Item_Info_Panel.SetActive(false);
            //m_inventory_Panel.transform.GetChild(5).gameObject.SetActive(false);

            m_eBackButtonCheck = EBACKBUTTON.closed;
        }
        else if (EBACKBUTTON.closed == m_eBackButtonCheck)
        {
            m_eINVENTORY_CATEGORY = EINVENTORY_CATEGORY.Weapon;
            m_ray_State_check.SetActive(false);

            int tCount = m_inventory_Panel.transform.childCount;
            for (int i = 0; i < tCount; i++)
            {
                m_inventory_Panel.transform.GetChild(i).gameObject.SetActive(false);
            }
            m_inventory_Panel.SetActive(false);
        }
        else if (EBACKBUTTON.Default == m_eBackButtonCheck)
        {
            int tCount = m_inventory_Panel.transform.childCount;
            for (int i = 0; i < tCount; i++)
            {
                m_inventory_Panel.transform.GetChild(i).gameObject.SetActive(false);
            }
            m_inventory_Panel.SetActive(false);
        }
    }
    public void OpenInventoryUI()
    {
        //마을에서 인벤토리 오픈했을때 인벤 리스트 갱신
        //디폴트가 무기여서 무기로 지정
        m_inventory_Panel.SetActive(true);
        int tCount = m_inventory_Panel.transform.childCount;

        for (int i = 0; i < tCount; i++)
        {
            m_inventory_Panel.transform.GetChild(i).gameObject.SetActive(true);
        }

        m_Item_Info_Panel.SetActive(false);
        m_potion_info_Panel.SetActive(false);
        m_ray_State_check.SetActive(true);

        InitInventory();
        m_eBackButtonCheck = EBACKBUTTON.closed;
        //m_LoopScrollRect.RefillCells(); // 인벤토리 생성함수 호출
    }
    //인벤토리에서 아이템의 정보 보여주는 창
    //장비 강화가 없을경우  : 있을경우에는 인벤토리 DB에 장비 변화하는 장비의 스테이터스를 추가하고 아이템 코드가 아닌  인덱스로 호출해야함
    public void ShowItemInfo(string itemcode, string category)
    {
        m_itemCode = itemcode;
        if (EINVENTORY_CATEGORY.Weapon == m_eINVENTORY_CATEGORY)
        {
            m_Item_Info_Panel.SetActive(true);
            m_eBackButtonCheck = EBACKBUTTON.Disable;


            m_category = category;

            CUpdateUserInfo.GetInstance.SetWeaponToChangeCharacterObject();

            Debug.Log("인벤토리 매니저 웨폰 스프라이트 보류");
            if (CResourceManager.GetInstance.m_weaponSprite.ContainsKey(itemcode) == false)
            {
                m_weaponSprite.overrideSprite = null;
                return;
            }
            else
            {
                m_weaponSprite.overrideSprite = CResourceManager.GetInstance.GetWeaponSprite(itemcode);
            }



            if (category.Equals("Sword"))
            {
                //스프라이트 매니저가 없어서 패스

                m_weaponName.text      = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_name);
                m_weaponDesc.text      = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_description);
                m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_skill_Desc);
                //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp
                m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_damage);
                m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_def);
                m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_dodging);
                m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_swordItemDic[itemcode].m_hp);

                m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n",
                                                   CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][0].m_skill_desc,
                                                   CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][1].m_skill_desc,
                                                   CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][2].m_skill_desc,
                                                   CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_swordDefaultSkillDic[itemcode][3].m_skill_desc);
            }
            else if (category.Equals("Staff"))
            {
                //스프라이트 매니저가 없어서 패스
                //m_weaponSprite
                m_weaponName.text      = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_name);
                m_weaponDesc.text      = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_description);
                m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_skill_Desc);
                //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp
                m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_damage);
                m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_def);
                m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_dodging);
                m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_staffItemDic[itemcode].m_hp);

                m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n",
                                                   CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][0].m_skill_desc,
                                                   CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][1].m_skill_desc,
                                                   CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][2].m_skill_desc,
                                                   CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_staffDefaultSkillDic[itemcode][3].m_skill_desc);
            }
            else if (category.Equals("Spear"))
            {
                //스프라이트 매니저가 없어서 패스
                //m_weaponSprite
                m_weaponName.text      = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_name);
                m_weaponDesc.text      = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_description);
                m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_skill_Desc);
                //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp
                m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_damage);
                m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_def);
                m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_dodging);
                m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_spearItemDic[itemcode].m_hp);

                m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n",
                                                   CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][0].m_skill_desc,
                                                   CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][1].m_skill_desc,
                                                   CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][2].m_skill_desc,
                                                   CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_spearDefaultSkillDic[itemcode][3].m_skill_desc);
            }
            else if (category.Equals("Martial_arts"))
            {
                //스프라이트 매니저가 없어서 패스
                //m_weaponSprite
                m_weaponName.text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_name);
                m_weaponDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_description);

                m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_skill_Desc);

                //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp
                m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_damage);
                m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_def);
                m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_dodging);
                m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_martialItemDic[itemcode].m_hp);

                m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n",
                                                   CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][0].m_skill_desc,
                                                   CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][1].m_skill_desc,
                                                   CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][2].m_skill_desc,
                                                   CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_martialDefaultSkillDic[itemcode][3].m_skill_desc);
            }
            else if (category.Equals("Mace"))
            {
                //스프라이트 매니저가 없어서 패스
                //m_weaponSprite
                m_weaponName.text      = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_name);
                m_weaponDesc.text      = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_description);
                m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_skill_Desc);
                //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp
                m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_damage);
                m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_def);
                m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_dodging);
                m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_maceItemDic[itemcode].m_hp);

                m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n",
                                                   CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][0].m_skill_desc,
                                                   CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][1].m_skill_desc,
                                                   CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][2].m_skill_desc,
                                                   CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_maceDefaultSkillDic[itemcode][3].m_skill_desc);
            }
            else if (category.Equals("Bow"))
            {
                //스프라이트 매니저가 없어서 패스
                //m_weaponSprite
                m_weaponName.text      = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_name);
                m_weaponDesc.text      = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_description);
                m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_skill_Desc);
                //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp
                m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_damage);
                m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_def);
                m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_dodging);
                m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_bowItemDic[itemcode].m_hp);

                m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n",
                                                   CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][0].m_skill_desc,
                                                   CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][1].m_skill_desc,
                                                   CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][2].m_skill_desc,
                                                   CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_bowDefaultSkillDic[itemcode][3].m_skill_desc);
            }
            else if (category.Equals("Accessory"))
            {
                //스프라이트 매니저가 없어서 패스
                //m_weaponSprite
                m_weaponName.text      = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_name);
                m_weaponDesc.text      = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_description);
                m_weaponSkillDesc.text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_skill_Desc);
                //4 : 공격력 , 5 : 방어력 , 6 : 회피 , 7 : hp
                m_weaponStatus[4].text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_damage);
                m_weaponStatus[5].text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_def);
                m_weaponStatus[6].text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_dodging);
                m_weaponStatus[7].text = string.Format("{0}", CWeaponData.GetInstance.m_accessoryItemDic[itemcode].m_hp);

                m_weaponSkill.text = string.Format("<color='red'>{0}</color>({1})\n{2}\n\n<color='red'>{3}</color>({4})\n{5}\n\n<color='red'>{6}</color>({7})\n{8}\n\n<color='red'>{9}</color>({10})\n{11}\n\n",
                                                   CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][0].m_skill_name, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][0].m_count, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][0].m_skill_desc,
                                                   CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][1].m_skill_name, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][1].m_count, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][1].m_skill_desc,
                                                   CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][2].m_skill_name, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][2].m_count, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][2].m_skill_desc,
                                                   CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][3].m_skill_name, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][3].m_count, CWeaponData.GetInstance.m_accessoryDefaultSkillDic[itemcode][3].m_skill_desc);
            }
        }
        else if (EINVENTORY_CATEGORY.Potion == m_eINVENTORY_CATEGORY)
        {
            Debug.Log("인벤 포션창 열기");
            m_potion_info_Panel.SetActive(true);

            m_potionName.text  = string.Format("<color='red'>{0}</color>", CPotionData.GetInstance.m_potionItemList.Find(x => x.m_itemCode == itemcode).m_name);
            m_potionDesc.text  = string.Format("{0}", CPotionData.GetInstance.m_potionItemList.Find(x => x.m_itemCode == itemcode).m_description);
            m_potionCount.text = string.Format("수량 : {0}", CUserData.GetInstance.m_potionInvenList.Find(x => x.itemCode == itemcode).count);
            // TODO : 이미지 추후 추가
            //m_potionSprite.overrideSprite =
        }
    }