///------------------------------------------------------------------------------------------------

    void Start()
    {
        moverioUnityPlugin.SensorData_HeadSet_Tap      += SensorData_HeadSet_Tap;
        moverioUnityPlugin.SensorData_Controller_Shake += SensorData_Controller_Shake;

        CreateLabyrintWall();
        Caution();

        wallClear = WallClear.None;
    }
    private void ClearLabyrintField()
    {
        wallCount = 0;
        wallClear = WallClear.None;

        Destroy(player);

        foreach (GameObject go in fieldItemList)
        {
            Destroy(go);
        }
    }
    private void HitFlagManagement(int flag)
    {
        switch (wallClear)
        {
        case WallClear.None:

            correct.Play();
            TrickWallAnimation();

            wallClear = WallClear.FirstWall;

            break;

        case WallClear.FirstWall:

            correct.Play();
            TrickWallAnimation();

            hitFlagList = new List <int> ();

            wallClear = WallClear.SecondWall;

            break;

        case WallClear.SecondWall:

            hitFlagList.Add(flag);

            if (hitFlagList.Count >= 2)
            {
                correct.Play();
                TrickWallAnimation();

                hitFlagList = new List <int> ();
                wallClear   = WallClear.ThirdWall;
            }

            break;

        case WallClear.ThirdWall:

            hitFlagList.Add(flag);

            if (hitFlagList.Count >= 3)
            {
                if (hitFlagList [0] == 5 && hitFlagList [1] == 4 && hitFlagList [2] == 6)
                {
                    correct.Play();
                    TrickWallAnimation();
                }
                else
                {
                    inCorrect.Play();

                    foreach (GameObject go in orderTargetList)
                    {
                        go.GetComponent <Animator> ().SetTrigger("ReSet");
                        hitFlagList = new List <int> ();
                    }
                }
            }

            break;
        }
    }