// Start is called before the first frame update
    private void Awake()
    {
        instance      = this;
        dungeon_state = DUNGEON_STATE.NORMAL;

        n_StageTextGO.SetActive(true);
        for (int i = 0; i < n_buffGO.Length; i++)
        {
            n_buffGO[i].SetActive(true);
        }
        b_FloorCountGO.SetActive(false);
        b_BossHPGO.SetActive(false);
        b_TimerGO.SetActive(false);
        b_ExitGO.SetActive(false);
        b_speedGO.SetActive(false);
    }
    private IEnumerator DungeonChangeCO(DUNGEON_STATE state)
    {
        dungeon_state = state;
        yield return(GameManager.YieldInstructionCache.WaitForEndOfFrame);

        fadeGO.SetActive(true);
        //fadeGO.GetComponent<Animator>().Rebind();'
        if (state.Equals(DUNGEON_STATE.BOSS))
        {
            animationNotActive = true;
        }

        yield return(new WaitForSecondsRealtime(1f));

        GameManager.GameSpeedSet();
        switch (state)
        {
        case DUNGEON_STATE.NORMAL:
            NormalDungeon.n_instance.DungeonSetting();
            SoundManager.instance.BGMChange(1);
            SaveManager.instance.SaveData();
            break;

        case DUNGEON_STATE.ENCHANT:
            EnchantDungeon.e_instance.DungeonSetting();
            break;

        case DUNGEON_STATE.BOSS:

            BossDungeon.b_instance.DungeonSetting();
            SoundManager.instance.BGMChange(0);
            break;

        default:
            break;
        }
    }
 /*
  * アイテムの取得
  * メインシーン
  */
 public void Crear()
 {
     dungeonState = DUNGEON_STATE.CLEAR;
 }
 /*
  * 敵との遭遇
  * バトルシーンに遷移
  */
 public void Battle()
 {
     dungeonState = DUNGEON_STATE.BATTLE;
 }
 public void DungeonChange(DUNGEON_STATE state)
 {
     StartCoroutine(DungeonChangeCO(state));
 }