void CreateEnemy()
    {
        BattleInfo.BattleModel battle_model = model_.BattleInfoList[0];
        foreach (EnemyModel enemy in battle_model.enemy_list)
        {
            GameObject enemy_prefab = (GameObject)Resources.Load(enemy.ModelPrefab);
            GameObject enemy_go     = Instantiate(enemy_prefab, enemy_trans_);

            //GameObject enemy_hpbar_prefab = Resources.Load("Prefab/Battle/UI/PlayerHpBar")as GameObject;
            GameObject enemy_hpbar_prefab = player_command_info_.PlayerHpBar;
            HPGauge    hp_gauge           = Instantiate(enemy_hpbar_prefab, enemy_ui_trans_).GetComponent <HPGauge>();
            hp_gauge.SetUp(enemy.Hp);

            GameObject enemy_damage_text_prehab = player_command_info_.PlayerDamageTextUi;
            DamageText damage_text = Instantiate(enemy_damage_text_prehab, enemy_ui_trans_).GetComponent <DamageText>();
            damage_text.gameObject.SetActive(false);
            enemy_effect_trans_ = enemy_go.transform.Find("RightHandEffector");

            //ここをリスト化した意味は? リスト化したのはデータの更新のため?
            Enemy enemy_data = enemy_go.GetComponent <Enemy>();
            enemy_data.GameObjectBattler = enemy_go;
            enemy_data.Hpgauge           = hp_gauge;
            enemy_data.MoveTransform     = enemy_trans_;
            enemy_data.EffectTransform   = enemy_effect_trans_;
            enemy_data.Setup(enemy);
            enemy_list_.Add(enemy_data);
            enemy_data.DamageText = damage_text;
        }
    }
    void CreatePlayer()
    {
        // 所持キャラ一覧[キャラinfoのidの配列] //
        // パーティ[キャラinfoのidの配列]

        List <PlayerInfo> user_chara_list = new List <PlayerInfo>();

        BattleInfo.BattleModel battle_model = model_.BattleInfoList[0];
        foreach (PlayerModel player in player_info_.PlayerInfoList)
        {
            //Summon Playerprefab from PlayerInfo
            GameObject player_prefab = (GameObject)Resources.Load(player.ModelPrefab);
            GameObject player_go     = Instantiate(player_prefab, player_trans_);


            //Connect HpGauge and PlayerHp
            GameObject player_hpbar_prefab = player_command_info_.PlayerHpBar;
            HPGauge    hp_gauge            = Instantiate(player_hpbar_prefab, player_ui_trans_).GetComponent <HPGauge>();
            hp_gauge.SetUp(player.Hp);

            GameObject player_damage_text_prehab = player_command_info_.PlayerDamageTextUi;
            DamageText damage_text = Instantiate(player_damage_text_prehab, player_damage_ui_trans_).GetComponent <DamageText>();
            damage_text.gameObject.SetActive(false);
            //Instance effect_prehab
            //Heavyknight(Clone)/Crusader_Ctrl_Reference/Crusader_Ctrl_RightHandThumbEffector

            //player_effect_trans_ = player_go.transform.Find(player.EffectTransform);
            Transform player_effect_trans = player_go.transform.Find("Crusader_Ctrl_Reference/Crusader_Ctrl_RightHandMiddleEffector");
            player_effect_trans_ = GameObject.Find(player.EffectTransform).transform;


            GameObject effect_prehab = player.Effect;
            GameObject effect_go     = Instantiate(effect_prehab, player_effect_trans_);
            player_particle_ = effect_go.GetComponent <ParticleSystem>();



            //Connect user with PlayerInfo
            User user_data = player_go.GetComponent <User>();
            user_data.GameObjectBattler = player_go;
            user_data.Hpgauge           = hp_gauge;
            user_data.MoveTransform     = player_trans_;
            user_data.EffectParticle    = player_particle_;//New
            user_data.EffectTransform   = player_effect_trans_;
            user_data.Setup(player);
            user_list_.Add(user_data);
            user_data.DamageText = damage_text;
        }
    }