// Use this for initialization
    void Start()
    {
        stageNameText.text       = FloorNameList.FLOOR_NAME[SceneNames.GetStageNam(SceneManager.GetActiveScene().name) - 1][SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) - 1];
        stageNameTextShadow.text = FloorNameList.FLOOR_NAME[SceneNames.GetStageNam(SceneManager.GetActiveScene().name) - 1][SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) - 1];

        towerImage.sprite      = towerImageSprite[SceneNames.GetStageNam(SceneManager.GetActiveScene().name) - 1];
        towerFloorImage.sprite = towerFloorImageSprite[SceneNames.GetStageNam(SceneManager.GetActiveScene().name) - 1];

        floorImage.sprite = floorImageSprite[SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) - 1];
        baseY             = siroImage.rectTransform.localPosition.y;
        setTowerNam(0);
    }
    public void DrawNewRecord()
    {
        float bestTime = SaveData.GetFloat("Stage" + SceneNames.GetStageNam(SceneManager.GetActiveScene().name) + "-" + SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) + "ClearTime");

        //比較
        if (bestTime > time)
        {
            newRecord.gameObject.SetActive(true);
            StartCoroutine(NewRecordFade());
        }
    }
    /// <summary>
    /// クリアタイムのセーブ
    /// </summary>
    public void SaveClearTime()
    {
        //元データ取り出し
        float bestTime = SaveData.GetFloat("Stage" + SceneNames.GetStageNam(SceneManager.GetActiveScene().name) + "-" + SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) + "ClearTime");

        //比較
        if (bestTime > time)
        {
            //セーブ
            SaveData.SaveFloat("Stage" + SceneNames.GetStageNam(SceneManager.GetActiveScene().name) + "-" + SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) + "ClearTime", time);
        }
    }
 /// <summary>
 /// クリア情報の保存
 /// </summary>
 void ClearSave()
 {
     SaveData.SaveInt("Stage" + SceneNames.GetStageNam(SceneManager.GetActiveScene().name) + "ClearFlag", SaveData.GetInt("Stage" + SceneNames.GetStageNam(SceneManager.GetActiveScene().name) + "ClearFlag") | (1 << (SceneNames.GetFloorNam(SceneManager.GetActiveScene().name) - 1)));
     TimeCounter.timeCounter.SaveClearTime();
 }