private void SetWeaponInfo(WeaponScript weapon)
    {
        switch (conWeaponType)
        {
        case Weapontype.None:
            swingWeapon    = null;
            shootingWeapon = null;
            throwingWeapon = null;
            break;

        case Weapontype.Swing:
            swingWeapon    = (SwingWeaponScript)weapon;
            shootingWeapon = null;
            throwingWeapon = null;
            break;

        case Weapontype.Shooting:
            swingWeapon    = null;
            shootingWeapon = (ShootingWeaponScript)weapon;
            throwingWeapon = null;
            break;

        case Weapontype.Throwing:
            swingWeapon    = null;
            shootingWeapon = null;
            throwingWeapon = (ThrowingWeaponScript)weapon;
            break;
        }
    }
    private void Throwing()
    {
        throwingWeapon.transform.SetParent(cantUseWeaponParent);

        // 집중상태에서는 클릭한 좌표로 던진다.
        if (isFocusMode)
        {
            isFocusMode = false;

            float magnitude = Vector3.Distance(crossHair.CrossHairWorldPosition(), transform.position);
            throwingWeapon.Throw(transform.forward, magnitude * 39.5f);
        }
        // 집중상태가 아닌 경우 적당한 힘으로 전방에 던진다.
        else
        {
            throwingWeapon.Throw(transform.forward, 200);
        }

        // slot을 비운다.
        weaponSlotManager.ResetWeapon();

        // 현재 무기 정보 초기화
        conWeaponType  = Weapontype.None;
        throwingWeapon = null;
    }