private static bool alreadyReadMasterData = false;  //!< マスタデータ読み込みフラグ

    /// <summary>
    /// Awake
    /// </summary>
    public virtual void Awake() {
        base.Awake();
        // マスタデータ読み込みがまだならば読み込む
        if (!alreadyReadMasterData) {
            CommonMasterLoader master = new CommonMasterLoader();
            master.InitMasterData();
            alreadyReadMasterData = true;
        }
        // BGMがなければ作成
        if (BGM == null) {
            BGM = CommonUtil.PrefabInstance("BGM", GameDefine.COMMON_PREFABS_PATH + "BGM", this.gameObject.transform).GetComponent<CommonSound>();
            SE = CommonUtil.PrefabInstance("SE", GameDefine.COMMON_PREFABS_PATH + "SE", BGM.gameObject.transform).GetComponent<CommonSound>();
        }
        // 音量調節
        BGM.ChangeVolume(OPTION.BGMVolume);
        SE.ChangeVolume(OPTION.SEVolume);
    }
    private static bool alreadyReadMasterData = false;  //!< マスタデータ読み込みフラグ

    /// <summary>
    /// Awake
    /// </summary>
    public virtual void Awake()
    {
        base.Awake();
        // マスタデータ読み込みがまだならば読み込む
        if (!alreadyReadMasterData)
        {
            CommonMasterLoader master = new CommonMasterLoader();
            master.InitMasterData();
            alreadyReadMasterData = true;
        }
        // BGMがなければ作成
        if (BGM == null)
        {
            BGM = CommonUtil.PrefabInstance("BGM", GameDefine.COMMON_PREFABS_PATH + "BGM", this.gameObject.transform).GetComponent <CommonSound>();
            SE  = CommonUtil.PrefabInstance("SE", GameDefine.COMMON_PREFABS_PATH + "SE", BGM.gameObject.transform).GetComponent <CommonSound>();
        }
        // 音量調節
        BGM.ChangeVolume(OPTION.BGMVolume);
        SE.ChangeVolume(OPTION.SEVolume);
    }