//GUI表示
 private void OnGUI()
 {
     //プレハブにアタッチして保存
     if (tempObject != null)
     {
         if (SubType.GetType(charaName) != null)
         {
             tempObject.AddComponent(typeof(AnimationState));
             tempObject.AddComponent(SubType.GetType(charaName));
             tempObject.GetComponent <AnimationState>().characterProperty = propertyBuffer;
             //プレハブのセーブ
             PrefabUtility.SaveAsPrefabAsset(tempObject, "Assets/Character/" + charaName + "/" + charaName + ".prefab");
             tempObject = null;
             Close();
         }
     }
     modelObj  = EditorGUILayout.ObjectField("キャラクターモデル", modelObj, typeof(GameObject), false) as GameObject; //オブジェクト入力欄の表示
     charaName = EditorGUILayout.TextField("キャラ名(半角英字)", charaName);                                          //テキスト入力欄の表示
     if (charaName != null)
     {
         if (charaName.Length > 0)
         {
             charaName = SubString.OneUpper(charaName); //1文字目を大文字に変換
         }
     }
     //ボタンが押されたときの処理
     if (GUILayout.Button("キャラクタ生成"))
     {
         if (!Directory.Exists("Assets/Character"))
         {
             AssetDatabase.CreateFolder("Assets", "Character");
         }
         CreateScript();
         CharacterView.Open();                                                                                          //CharacterView
         Scene scene = EditorSceneManager.OpenScene(ConstantsEditor.CHARACTER_VIEW_SCENE_PATH, OpenSceneMode.Additive); //CharacterView用のシーンをロード
         modelObj       = CreatePrefab(scene);                                                                          //プレハブ、オブジェクト作成
         propertyBuffer = CreateParam();                                                                                //パラメータ作成
         SceneManager.SetActiveScene(scene);                                                                            //アクティブシーンの変更
     }
 }