private void UpdateMain()
    {
        if (IsStart == false)
        {
            return;
        }

        if (ManageWait.Info.IsWait == true)
        {
            return;
        }

        if (state == TitleState.Input)
        {
            if (KeyControlInformation.Info.OnKeyDownMenu(KeyType.MenuOk) ||
                (KeyControlInformation.Info.OnLeftClick() &&
                 CommonFunction.IsDoubleClick()))
            {
                if (CommonFunction.IsNull(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject) == false &&
                    UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name == "NameInputField")
                {
                    return;
                }

                if (CommonFunction.IsNull(ResourceInformation.SaveInfo) == false &&
                    ResourceInformation.SaveInfo.IsLoadSave == true)
                {
                    //サウンドを鳴らす
                    SoundInformation.Sound.Play(SoundInformation.SoundType.MenuOk);

                    state = TitleState.ActionSelectInit;
                }
                else
                {
                    TargetScene = "Scenes/GameSelect";
                    state       = TitleState.FadeInit;
                }
            }
        }
        else
        if (state == TitleState.ActionSelectInit)
        {
            InitialzeContent();

            state = TitleState.ActionSelect;
        }
        else
        if (state == TitleState.ActionSelect)
        {
            if (UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject == GameObject.Find("NameInputField"))
            {
                return;
            }

            //上
            if (KeyControlInformation.Info.OnMoveUp())
            {
                Selected = SelectUp(SelectedList, Selected);
            }
            //下
            else if (KeyControlInformation.Info.OnMoveDown())
            {
                Selected = SelectDown(SelectedList, Selected);
            }
            //ダンジョン決定 シーン移動
            else if (KeyControlInformation.Info.OnKeyDownMenu(KeyType.MenuOk))
            {
                if (Selected == (int)TitleSelectAction.Continue)
                {
                    TargetScene = "Scenes/rouge1";
                    state       = TitleState.FadeInitLoadSave;
                }
                else if (Selected == (int)TitleSelectAction.NewGame)
                {
                    ResourceInformation.SaveInfo = new SavePlayingInformation();
                    SaveDataInformation.RemoveSaveData();
                    TargetScene = "Scenes/GameSelect";
                    state       = TitleState.FadeInit;
                }
            }
        }
        else
        if (state == TitleState.FadeInitLoadSave)
        {
            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.GameStart);

            string name = GameObject.Find("NameText").GetComponent <Text>().text;

            ScoreInformation.Info.PlayerName = name;

            _manageFade.PlayFadeIn(true, 0.5f);


            SavePlayingInformation save = ResourceInformation.SaveInfo;

            //保存されていたら保存データを読み込み
            if (save.IsLoadSave == true)
            {
                DungeonInformation.Info = TableDungeonMaster.GetValue(save.don);
                PlayerInformation.Info  = TablePlayer.GetValue(save.pon);

                //アイテムデータをロード
                SaveItemData[] items = SaveDataInformation.LoadItemValue();

                //アイテムデータを反映
                GameStateInformation.TempItemList = SaveItemInformation.ToListBaseItem(items);

                //セーブデータを削除
                SaveDataInformation.RemoveSaveData();
            }

            StartCoroutine(TransScene(TargetScene, 0.5f));

            state = TitleState.Fade;
        }
        else
        if (state == TitleState.FadeInit)
        {
            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.GameStart);

            string name = GameObject.Find("NameText").GetComponent <Text>().text;

            ScoreInformation.Info.PlayerName = name;

            _manageFade.PlayFadeIn(true, 0.5f);

            StartCoroutine(TransScene(TargetScene, 0.5f));

            state = TitleState.Fade;
        }
    }