//----------------------------------------------------------------------
    // 更新
    //----------------------------------------------------------------------
    // @Param   none
    // @Return	none
    // @Date	2015/1/8  @Update 2015/1/8  @Author T.Kawashita
    //----------------------------------------------------------------------
    void Update()
    {
        float gauge = 0.0f;

        switch (m_gaugePlayer)
        {
        case 1:
            gauge = CGaugeManager.m_p1Gauge;
            break;

        case 2:
            gauge = CGaugeManager.m_p2Gauge;
            break;

        case 3:
            gauge = CGaugeManager.m_p3Gauge;
            break;

        case 4:
            gauge = CGaugeManager.m_p4Gauge;
            break;
        }

        // ゲージのレベルによって画像を変える
        int level = CGaugeManager.GetLevel(gauge);

        if (m_gaugeLevel != level)
        {
            if (level == 3)
            {
                m_uiSprite.spriteName = "gage_3";
            }
            else if (level == 2)
            {
                m_uiSprite.spriteName = "gage_2";
            }
            else if (level == 1)
            {
                m_uiSprite.spriteName = "gage_1";
            }
            else
            {
                m_uiSprite.spriteName = "gage_0";
            }

            m_gaugeLevel = level;
        }
    }
    //----------------------------------------------------------------------
    // 更新
    //----------------------------------------------------------------------
    // @Param   none
    // @Return	none
    // @Date	2014/12/31  @Update 2014/12/31  @Author T.Kawashita
    //----------------------------------------------------------------------
    void Update()
    {
        switch (m_status)
        {
        // ゲームプレイ中のデフォルト状態
        case eGAUGESTATUS.eNORMAL:
            m_gauge = CGaugeManager.GetGaugeRate(ref m_gauge, m_teamNo);
            break;

        // レベル1ゲージ解放状態
        case eGAUGESTATUS.eLEVEL1DECREMENT:
            // ゲージ減少が終わったら通常状態に戻す
            if (CGaugeManager.CalcLevel1Rate(ref m_gauge) == true)
            {
                m_status = eGAUGESTATUS.eNORMAL;
            }
            break;

        // レベル2ゲージ解放状態
        case eGAUGESTATUS.eLEVEL2DECREMENT:
            // ゲージ減少が終わったら通常状態に戻す
            if (CGaugeManager.CalcLevel2Rate(ref m_gauge) == true)
            {
                m_status = eGAUGESTATUS.eNORMAL;
            }
            break;

        // レベル3ゲージ解放状態
        case eGAUGESTATUS.eLEVEL3DECREMENT:
            // ゲージ減少が終わったら通常状態に戻す
            if (CGaugeManager.CalcLevel3Rate(ref m_gauge) == true)
            {
                m_status = eGAUGESTATUS.eNORMAL;
            }
            break;

        // ゲームが始まっていないときの状態
        case eGAUGESTATUS.eNOTGAME:
            // 特に何もしない
            break;
        }
    }
    //----------------------------------------------------------------------
    // 更新
    //----------------------------------------------------------------------
    // @Param   none
    // @Return	none
    // @Date	2015/1/9  @Update 2015/1/9  @Author T.Kawashita
    //----------------------------------------------------------------------
    void Update()
    {
        float gauge = 0.0f, upScale = 0.0f;

        // 現在のゲージ取得
        switch (m_gaugePlayer)
        {
        case 1: gauge = CGaugeManager.m_p1Gauge; break;

        case 2: gauge = CGaugeManager.m_p2Gauge; break;

        case 3: gauge = CGaugeManager.m_p3Gauge; break;

        case 4: gauge = CGaugeManager.m_p4Gauge; break;
        }

        // ゲージのレベルによって画像を変える
        int level = CGaugeManager.GetLevel(gauge);

        // 前回までのレベルと違った場合
        if (level != m_gaugeLevel)
        {
            if (level > m_gaugeLevel)
            {
                switch (this.name)
                {
                case "1PGauge":
                    GameObject.Find("Player1").transform.FindChild("player").transform.GetComponent <CPlayer1> ().m_playerSE.PlaySE("charge_finish");
                    GameObject.Find("Player1").transform.FindChild("player").transform.FindChild("PlayerEffect").transform.GetComponent <CEffect>().PlayerGaugeUp();
                    break;

                case "2PGauge":
                    GameObject.Find("Player2").transform.FindChild("player").transform.GetComponent <CPlayer2> ().m_playerSE.PlaySE("charge_finish");
                    GameObject.Find("Player2").transform.FindChild("player").transform.FindChild("PlayerEffect").transform.GetComponent <CEffect>().PlayerGaugeUp();
                    break;

                case "3PGauge":
                    GameObject.Find("Player3").transform.FindChild("player").transform.GetComponent <CPlayer3> ().m_playerSE.PlaySE("charge_finish");
                    GameObject.Find("Player3").transform.FindChild("player").transform.FindChild("PlayerEffect").transform.GetComponent <CEffect>().PlayerGaugeUp();
                    break;

                case "4PGauge":
                    GameObject.Find("Player4").transform.FindChild("player").transform.GetComponent <CPlayer4> ().m_playerSE.PlaySE("charge_finish");
                    GameObject.Find("Player4").transform.FindChild("player").transform.FindChild("PlayerEffect").transform.GetComponent <CEffect>().PlayerGaugeUp();
                    break;
                }
            }

            m_gaugeLevel = level;
            if (m_gaugeLevel == 0)
            {
                m_sprite.spriteName = "gage_00";
            }
            else if (m_gaugeLevel == 1)
            {
                m_sprite.spriteName = "gage_01";
            }
            else if (m_gaugeLevel == 2)
            {
                m_sprite.spriteName = "gage_02";
            }
            else if (m_gaugeLevel == 3)
            {
                m_sprite.spriteName = "gage_03";
            }
        }

        if (m_gaugeLevel == 0)
        {
            upScale = CGaugeManager.m_level1GaugeScaleUp;
        }

        else if (m_gaugeLevel == 1)
        {
            upScale = CGaugeManager.m_level2GaugeScaleUp;
            gauge  -= CGaugeManager.m_levelBorder1;
        }
        else if (m_gaugeLevel == 2)
        {
            upScale = CGaugeManager.m_level3GaugeScaleUp;
            gauge  -= CGaugeManager.m_levelBorder2;
        }
        else if (m_gaugeLevel == 3)
        {
            upScale = 1;
            gauge   = 160.0f;
        }

        this.transform.localScale = new Vector3(upScale * gauge, 20.0f, 0.0f);
    }