private void PrevPageProc()
 {
     m_transitonToSeq = m_seq - 1;
     m_seq            = eSeq.Transition;
     m_pagePrev       = m_transitonToSeq + 1;
     m_page           = m_transitonToSeq;
 }
 private void Update()
 {
     /*
      * // カメラの方向から、X-Z平面の単位ベクトルを取得
      * Vector3 cameraForward = Vector3.Scale(m_camera.transform.forward, new Vector3(1, 1, 1)).normalized;
      *
      * // 方向キーの入力値とカメラの向きから、移動方向を決定
      * Vector3 moveForward = cameraForward + m_camera.transform.right * 0.0f;
      * moveForward.y *= 1.0f;
      * this.transform.position = moveForward;
      *
      * // キャラクターの向きを進行方向に
      * if (moveForward != Vector3.zero)
      * {
      *  transform.rotation = Quaternion.LookRotation(moveForward);
      * }
      */
     if (m_seq == eSeq.First)
     {
         if (m_test)
         {
             m_humanObject = GameObject.Instantiate(m_humanPrefab, new Vector3(11.26f, 0.0f, 20.77f), Quaternion.Euler(Vector3.zero), this.transform.parent);
             m_humanObject.transform.localPosition = Vector3.zero;
             StartCoroutine(coAnimation(m_humanObject.GetComponent <Animator>(), new Vector3(1.0f, 0.0f, 1.0f).normalized, new Vector3(4.0f, 0.0f, 4.0f)));
         }
         if (m_nextButtonFlag)
         {
             NextPageProc();
         }
     }
     else if (m_seq == eSeq.Second)
     {
         if (m_nextButtonFlag)
         {
             NextPageProc();
         }
         if (m_prevButtonFlag)
         {
             PrevPageProc();
         }
     }
     else if (m_seq == eSeq.Theird)
     {
         if (m_initFlag)
         {
         }
         if (m_prevButtonFlag)
         {
             PrevPageProc();
         }
         m_initFlag = false;
     }
     else if (m_seq == eSeq.Transition)
     {
         float time = 0.25f;
         m_transitionTimer += Time.deltaTime;
         float rate = m_transitionTimer / time;
         if (m_transitionTimer > time)
         {
             rate              = 1.0f;
             m_seq             = m_transitonToSeq;
             m_transitionTimer = 0.0f;
             m_initFlag        = true;
         }
         if (m_page > m_pagePrev)
         {
             m_pageList[(int)m_page].GetComponent <UnityEngine.CanvasGroup>().alpha     = rate;
             m_pageList[(int)m_pagePrev].GetComponent <UnityEngine.CanvasGroup>().alpha = (1.0f - rate);
             m_pageRoot.localPosition = new Vector3(rate * -600.0f + (int)m_pagePrev * -600.0f, 0.0f, 0.0f);
         }
         else if (m_page < m_pagePrev)
         {
             m_pageList[(int)m_page].GetComponent <UnityEngine.CanvasGroup>().alpha     = rate;
             m_pageList[(int)m_pagePrev].GetComponent <UnityEngine.CanvasGroup>().alpha = (1.0f - rate);
             m_pageRoot.localPosition = new Vector3((1.0f - rate) * -600.0f + (int)m_page * -600.0f, 0.0f, 0.0f);
         }
     }
     for (int i = 0; i < m_buttonLeftFlagList.Length; ++i)
     {
         m_buttonLeftFlagList[i] = false;
     }
     m_nextButtonFlag = false;
     m_prevButtonFlag = false;
     m_test           = false;
 }