public CutSceneEventDataList CreateCutSceneEventDataList(eCutSceneEvent type, Vector3 _ActionPos, string _ActionString = "", float _ActionValue = 0, bool _ActionBool = false, float _ActionDelay = 0)
        {
            CutSceneEventDataList data = new CutSceneEventDataList();

            data.ActionType   = type;
            data.ActionString = _ActionString;
            data.ActionBool   = _ActionBool;
            data.ActionPos    = _ActionPos;
            data.ActionDelay  = _ActionDelay;
            return(data);
        }
        void SetTimeScale(CutSceneEventDataList data)
        {
            float NowTime = Time.timeScale;

            Time.timeScale = 0.1f;

            //< 일정시간동안 대기
            TempCoroutine.instance.FrameDelay(data.ActionValue, () =>
            {
                //< 시간 복구
                Time.timeScale = NowTime;
            });
        }
 void SpawnEffect(CutSceneEventDataList data)
 {
     if (data.ActionValue != -1)
     {
         G_GameInfo.SpawnEffect(data.ActionString, 1f, CutSceneMgr.CutSceneEventDic[(int)data.ActionValue].transform, CutSceneMgr.CutSceneEventDic[(int)data.ActionValue].transform, Vector3.one, (efftrn) =>
         {
             efftrn.localPosition = data.ActionPos;
             CutSceneMgr.EffectList.Add(efftrn.gameObject);
         });
     }
     else
     {
         G_GameInfo.SpawnEffect(data.ActionString, 1f, null, null, Vector3.one, (efftrn) =>
         {
             efftrn.localPosition = data.ActionPos;
             CutSceneMgr.EffectList.Add(efftrn.gameObject);
         });
     }
 }