private string[] iModeMsg = new string[3];            // Information text on the left side of the screen, in Interactive mode.

    void Start()
    {
        // chrName = outfitGrpData.GetChrNameList (0);
        // Target to control of animator control script.
        chrCtrl = chrModel[activeLodIdx].GetComponent <NoteAnimatorControl>();        // 当前角色的控制

        // set 3D model information.
        ModelInformationUI.GetComponentInChildren <Text>().text = chrCtrl.GetMeshData(); // 读取3d模型

        TextReaderState();                                                               // 读取模式文本

        // 载入各按钮和文本框
        GameObject ASelectGrid = GameObject.Find("Window_AnimationSelect/gridLayout");

        for (int i = 0; i < ASelectBtn.Length; i++)
        {
            ASelectBtn[i]   = ASelectGrid.transform.GetChild(i).gameObject;
            ASelectLabel[i] = ASelectBtn[i].GetComponentInChildren <Text>();
        }
        ASelectPage = GameObject.Find("Window_AnimationSelect/pageNumber").GetComponentInChildren <Text>();

        // 设置按钮、文本框等信息,让角色执行第一个动画,即站立;模式设置为Viewer Mode
        TextReaderIMinfo();
        MotionControlBtn(1);
        ChangeAnimator(0);
    }
    // change character model. 更换角色模型
    private IEnumerator ChangeLOD(GameObject currentActiveChr)
    {
        // play Idle 0.1 second before change character model.
        // It is prevent error of transform like weapon_point_hand
        // 0.1秒、IDLEを再生してからモデルを切り替える。.
        // 현재 표시 중인 모델에게 IDLE모션을 0.초간 재생시킨 후 처리를 시작한다.
        chrModel[activeLodIdx].GetComponent <NoteAnimatorControl>().PlayClip("Disappear");
        yield return(new WaitForSeconds(0.3f));

        activeLodIdx++;
        if (activeLodIdx == chrModel.Length)
        {
            activeLodIdx = 0;
        }

        // disable all other character model.
        // 表示されるIdxではないキャラクターモデルは非表示にする。.
        // 표시되어야하는 Idx이외의 캐릭터 모델은 꺼준다.
        // 使其他角色模型不出现
        for (int i = 0; i < chrModel.Length; i++)
        {
            if (i != activeLodIdx)
            {
                chrModel[i].SetActive(false);
            }
        }

        // Active new chacter model and replace animator control script.
        // 次のキャラクターを表示し、アニメーター制御スクリプトを交換する。.
        // 현재 Idx의 캐릭터를 표시한 후 애니메이터 스크립트를 교환해준다.
        // 加入新模型
        chrModel[activeLodIdx].SetActive(true);
        chrCtrl = chrModel[activeLodIdx].GetComponent <NoteAnimatorControl>();

        // to display same place.
        chrModel[activeLodIdx].transform.position = currentActiveChr.transform.position;
        chrModel[activeLodIdx].transform.rotation = currentActiveChr.transform.rotation;
        chrModel[activeLodIdx].GetComponent <NoteAnimatorControl>().SetColor();

        // play Idle.
        chrCtrl.PlayClip(stateName[0]);

        // set 3D model infomation newly.
        // meshInfoMsg = chrCtrl.MeshData();
        ModelInformationUI.GetComponentInChildren <Text>().text = chrCtrl.GetMeshData();
        // replace target of camera.
        gameObject.GetComponent <CamControl>().target = chrModel[activeLodIdx].transform;
    }