public void SetList() { if (firstSetList) { firstSetList = false; OnceInventoryModel.Param inventory = MonoBehaviourSingleton <OnceManager> .I.result.inventory; equipItemInventory = EquipItemInfo.CreateList(inventory.equipItem); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_EQUIP_INVENTORY); skillItemInventory = SkillItemInfo.CreateList(inventory.skillItem); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_SKILL_INVENTORY); skillMaterialInventory = SkillItemInfo.CreateListFromItem(inventory.item); abilityItemInventory = AbilityItemInfo.CreateList(inventory.abilityItem); inGameTempItemInventory.Clear(); equipItemFilterList.Clear(); itemInventory = ItemInfo.CreateList(inventory.item); abilityItemInventory = InventoryList <AbilityItemInfo, AbilityItem> .CreateList(inventory.abilityItem); SetExpiredAtList(inventory.expiredItem); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_ITEM_INVENTORY); questItemInventory = QuestItemInfo.CreateList(inventory.questItem); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_QUEST_ITEM_INVENTORY); MonoBehaviourSingleton <QuestManager> .I.needRequestOrderQuestList = true; } }