// -- 게임 제어 ------------------------------------------------------//
    public void GameStart()
    {
        // 로그인 / 로비 세팅 완료되었다.



        // 옵저버일 경우 캐릭터 생성 명령을 하지 않음
        if (NetworkOrderController.OBSERVER_MODE)
        {
            //h.IS_PLAYER = false;
            //   h.USERNAME = NetworkOrderController.ORDER_NAME;
        }
        else
        {
            // 자기 자신 생성해야함 ---------------------------------//


            string prefab = "";
            switch (GameManager.Instance().PLAYER.SKELETON_DATA_ASSET)
            {
            case "char_01_SkeletonData": prefab = GamePath.CHARACTER1; break;

            case "char_02_SkeletonData": prefab = GamePath.CHARACTER2; break;

            case "char_03_SkeletonData": prefab = GamePath.CHARACTER3; break;
            }
            GameObject hero = MapManager.Instance().AddHero(prefab, m_playerStartPosition.transform.position);
            hero.transform.parent = m_playerStartPosition.transform.parent;
            Hero h = hero.GetComponent <Hero>();
            h.USERNAME = GameManager.Instance().PLAYER.USER_NAME + "_robo";
            h.m_isMe   = true;
            h.GetComponent <BoxCollider2D>().isTrigger = false;
            GameManager.Instance().PLAYER.PLAYER_HERO = h;
            GameManager.Instance().AddObserverInfo(h);
            // m_userNameList.Add(GameManager.Instance().PLAYER.USER_NAME);
            // ----------------------------------------------------- //



            //       GameStartUserSetup(GameManager.Instance().PLAYER.USER_NAME);

            SendOrderMessage(JSONMessageTool.ToJsonOrderUserCrateCharacter(
                                 GameManager.Instance().PLAYER.USER_NAME,
                                 GameManager.Instance().PLAYER.SKELETON_DATA_ASSET));
        }

        SoundManager.Instance().PlayBGM(2);
        m_chatUI.SetActive(true);
        GameManager.Instance().m_curSceneState = "play";
    }