public override void Draw(
            float offsetX,
            float offsetY,
            DebugPrimitiveRenderer2D renderer)
        {
            UnityEngine.Profiling.Profiler.BeginSample("DebugUiGraph.Draw");
            var now       = Time.time;
            var startTime = now - _duration;
            // 単純な折れ線だけとりあえず用意
            float netHeight = height - (2f * borderWidth);
            float xScale    = CalcXScale();
            float xOffset   = offsetX + localLeftX + borderWidth;
            float yScale    = -netHeight / _yWidth;
            float yOffset   = offsetY + localTopY + height - borderWidth - (netHeight * 0.5f);
            float yMin      = float.MaxValue;
            float yMax      = -yMin;

            for (int seriesIndex = 0; seriesIndex < _series.Count; seriesIndex++)
            {
                var series    = _series[seriesIndex];
                int dst       = 0;
                int dataCount = series.data.Count;
                renderer.color = series.color;
                // 最初のデータを打ち込むところまでまず回す
                UnityEngine.Profiling.Profiler.BeginSample("DebugUiGraph.Draw FirstLine");
                int dataIndex = 0;
                while (dataIndex < (dataCount - 1))
                {
                    series.data[dst] = series.data[dataIndex];
                    var d0 = series.data[dataIndex];
                    var d1 = series.data[dataIndex + 1];
                    dataIndex++;
                    if ((d0.time >= startTime) && (d1.time >= startTime))                     // どちらか範囲内なら描画
                    {
                        var x0 = ((d0.time - startTime) * xScale) + xOffset;
                        var x1 = ((d1.time - startTime) * xScale) + xOffset;
                        var y0 = ((d0.value - _yCenter) * yScale) + yOffset;
                        var y1 = ((d1.value - _yCenter) * yScale) + yOffset;
                        renderer.AddLine(x0, y0, x1, y1, 1f);
                        dst++;
                        yMin = Mathf.Min(yMin, d0.value);
                        yMax = Mathf.Max(yMax, d0.value);
                        break;
                    }
                }
                UnityEngine.Profiling.Profiler.EndSample();

                // 続き描画
                UnityEngine.Profiling.Profiler.BeginSample("DebugUiGraph.Draw FollowingLines");
                while (dataIndex < (dataCount - 1))
                {
                    series.data[dst] = series.data[dataIndex];
                    var d0 = series.data[dataIndex];
                    var d1 = series.data[dataIndex + 1];
                    dataIndex++;
                    var x1 = ((d1.time - startTime) * xScale) + xOffset;
                    var y1 = ((d1.value - _yCenter) * yScale) + yOffset;
                    renderer.ContinueLine(x1, y1, 1f);
                    dst++;
                    yMin = Mathf.Min(yMin, d0.value);
                    yMax = Mathf.Max(yMax, d0.value);
                }
                UnityEngine.Profiling.Profiler.EndSample();

                if (dataCount > 0)
                {
                    var last = series.data[dataCount - 1];
                    series.data[dst] = last;
                    dst++;
                    series.data.RemoveRange(dst, dataCount - dst);
                    yMin = Mathf.Min(yMin, last.value);
                    yMax = Mathf.Max(yMax, last.value);
                }
            }

            if (yMin != float.MaxValue)             // データがある
            {
                _yCenterGoal = (yMin + yMax) * 0.5f;
                if (yMin != yMax)                 // 最低2種以上値がある
                {
                    _yWidthGoal = (yMax - yMin);
                }
            }
            yMin = _yCenter - (_yWidth * 0.5f);
            yMax = _yCenter + (_yWidth * 0.5f);

            renderer.color = new Color32(255, 255, 255, 255);
            renderer.AddText(
                yMax.ToString("F3"),
                offsetX + localLeftX + borderWidth,
                offsetY + localTopY + borderWidth,
                10f);
            renderer.AddText(
                yMin.ToString("F3"),
                offsetX + localLeftX + borderWidth,
                offsetY + localTopY + borderWidth + netHeight - 10f,
                10f);
            UnityEngine.Profiling.Profiler.EndSample();
        }