// Start is called before the first frame update
    void Start()
    {
        GameManager         = GameObject.FindWithTag("GameController");
        game_manager_script = GameManager.GetComponent <GameManagerScript>();
        ItemImageController = game_manager_script.ItemShowImage;
        gearManager         = GameObject.FindWithTag("ItemController").GetComponent <GearManagerScript>();
        gear_set_script     = GameObject.FindWithTag("ItemController").GetComponent <GearsSetScript>();
        //GameObject itemprefab = Instantiate(ItemImageController, ItemImageController.transform);
        SceneName = game_manager_script.SceneName;
        foreach (ItemList item in items)
        {
            //ロードしたときに作る
            ItemImagePrefabCreate(item);
            itemName.Add(item.ItemName);
            ItemStatus          item_status      = itemPrefab.GetComponent <ItemStatus>();
            ItemGearImageStatus item_gear_status = itemPrefab.GetComponent <ItemGearImageStatus>();

            if (item_status.ItemType == ItemList.ItemType.Weapon && !string.IsNullOrEmpty(gearManager.weaponID))
            {
                gearManager.ItemWeaponDescSet(gearManager.WeaponDesc, itemPrefab);
            }
            else if (item_status.ItemType == ItemList.ItemType.Gear && !string.IsNullOrEmpty(gearManager.GearID))
            {
                gearManager.ItemGearDescSet(gearManager.GearDesc, itemPrefab, true);
                //↑ここを通るとGearID文字がにセットされる
            }
        }
        gearManager.GearEquipment(gearManager.GearHead, gearManager.GearLeg, gearManager.GearBody, gearManager.GearArmLeft, gearManager.GearArmRight);

        /*if (ret < 0)
         * {
         *  foreach (string wannna_destroy_id in wanna_destroy_item_id)
         *  {
         *      foreach (GameObject item in GameObject.FindGameObjectsWithTag("item"))
         *      {
         *          Debug.Log("I want to be a " + item.GetComponent<ItemAddScript>().itemID + "_" + SceneName);
         *          if (wannna_destroy_id == item.GetComponent<ItemAddScript>().itemID + "_" + SceneName)
         *          {
         *              Destroy(item);
         *          }
         *      }
         *  }
         * }*/
        SceneManager.sceneLoaded += SceneItemLoaded;
    }
    public void OnClick()
    {
        //アイテムがクリックされたときのイベントをかく。
        float PlayerHP = player_status.HP;

        //ここはアイテムのステータスをプレイヤーに反映させる。


        if (itemStatus.item_weapon_mode)
        {
            gear_manager_script.ItemWeaponDescRemove(this.gameObject);
        }
        else if (itemStatus.item_weapon_mode == false)
        {
            if (itemStatus.ItemType == ItemList.ItemType.Weapon)
            {
                gear_manager_script.ItemWeaponDescSet(gear_manager_script.WeaponDesc, this.gameObject);
            }
        }

        if (itemStatus.item_gear_mode)
        {
            gear_manager_script.ItemGearDescRemove(this.gameObject);
            gear_manager_script.GearReset();
        }
        else if (itemStatus.ItemType == ItemList.ItemType.Gear && itemStatus.item_gear_mode == false)
        {
            gear_manager_script.ItemGearDescSet(gear_manager_script.GearDesc, this.gameObject);
            for (int i = 0; i < gears_set_script.GearID.Count; i++)
            {
                if (gears_set_script.GearID[i] == itemStatus.itemID)
                {
                    gear_manager_script.GearEquipment(gears_set_script.Head[i], gears_set_script.Leg[i], gears_set_script.Body[i], gears_set_script.ArmsLeft[i], gears_set_script.ArmsRight[i]);
                }
            }
        }
        else if (itemStatus.ItemType == ItemList.ItemType.Consumable)
        {
            //消費アイテムだったら
            player_status.HPset(PlayerHP + itemStatus.itemLifeInCrease, this.gameObject);
        }
    }