if(!keyPhaseCurserListDic.ContainsKey(CurrentKeyPhase))

{

List<GameObject> temp = new List<GameObject>();


for (int i = 0; i < Buttons.transform.childCount; ++i)

temp.Add(Buttons.transform.GetChild(i).gameObject);


keyPhaseCurserListDic[CurrentKeyPhase] = temp;

}


selectCurserList = keyPhaseCurserListDic[CurrentKeyPhase];


enum์œผ๋กœ ๋˜์–ด์žˆ๋Š” KeyPhase๊ฐ€ ์žˆ๊ณ  ํ˜„์žฌ KeyPhase๋ฅผ ๋‹ด๊ณ ์žˆ๋Š” CurrentKeyPhase ๋ณ€์ˆ˜๊ฐ€ ์žˆ๋Š”๋ฐ

KeyPhase๋ณ„๋กœ ๊ฒŒ์ž„ ์˜ค๋ธŒ์ ํŠธ ์ €์žฅํ•ด์„œ ์‚ฌ์šฉํ–ˆ๋‹ค๊ฐ€ ํ•ด๋‹น ํŽ˜์ด์ฆˆ์—์„œ ๋ถˆ๋Ÿฌ์˜ค๋ คํ•˜๋Š”์ค‘์ž„


ํŠน์ • ํŽ˜์ด์ฆˆ๊ฐ€ ๋˜๋ฉด ์œ„์˜ ์ฝ”๋“œ์ฒ˜๋Ÿผ ํ‚ค๊ฐ’ ์กฐ์‚ฌํ•ด์„œ ์—†์œผ๋ฉด ๋‹ด์•„์ฃผ๋ ค ํ•˜๋Š”๋ฐ

๋งจ ์ฒ˜์Œ์—” ๋‹น์—ฐํžˆ ์—†์œผ๋‹ˆ๊นŒ ์ž˜ ๋‹ด์•„์ฃผ๊ณ  selectCurserList์— ์ž˜ ๋“ค์–ด๊ฐ€๋Š”๋ฐ

๋‹ค๋ฅธ ํŽ˜์ด์ฆˆ์˜€๋‹ค๊ฐ€ ๋‹ค์‹œ ํ•ด๋‹น ํŽ˜์ด์ฆˆ๋กœ ๋Œ์•„์˜ค๋ฉด ํ•ด๋‹น ํ‚ค๊ฐ’์˜ value๊ฐ€ ๊ฒŒ์ž„์˜ค๋ธŒ์ ํŠธ๋ฆฌ์ŠคํŠธ์ธ๋ฐ ๋ฆฌ์ŠคํŠธ๊ฐ€ ๋น„์›Œ์ ธ์žˆ์Œ...

์ € ๊ตฌ๋ฌธ์ด ๋“ค์–ด์žˆ๋Š” ํ•จ์ˆ˜๋„ Update๋ฌธ์ด ์•„๋‹ˆ๋ผ ํ‚ค ๋ณ€๊ฒฝ๋•Œ๋งŒ ํ•œ๋ฒˆ ํ˜ธ์ถœ๋˜๊ณ ย 

์ € ๋”•์…”๋„ˆ๋ฆฌ๋„ start์—์„œ newํ•ด์ฃผ๋Š”๊ฑฐ ๋ง๊ณ ๋Š” ๋”ฐ๋กœ ์ดˆ๊ธฐํ™” ํ•ด์ฃผ๊ฑฐ๋‚˜ ๊ฐ’ ๋ณ€๊ฒฝ ํ•ด์ฃผ๋Š”๊ฒƒ๋„ ์—†์Œ


์ด์œ  ์•„๋Š”์‚ฌ๋žŒ ใ… ใ