void SetupStoryCharaMaster(int index)
    {
        //--------------------------------
        // アクセス番号決定
        //--------------------------------
        if (index >= m_StoryCharaMasterArray.Length)
        {
            index = 0;
        }
        if (index < 0)
        {
            index = m_StoryCharaMasterArray.Length - 1;
        }

        MasterDataStoryChara storyCharaMaster = m_StoryCharaMasterArray[index];

        m_CurrentStoryCharaMaster = storyCharaMaster;
        m_Index = index;

        m_DebugPartyOffset.CheckAdjustUV();

        m_CharaResource = new AssetLoadStoryViewResource();

        m_DebugPartyOffset.NameText            = "MasterDataStoryChara";
        m_DebugPartyOffset.m_IdInputField.text = storyCharaMaster.fix_id.ToString();
        m_DebugPartyOffset.SetupUV(m_OffsetXArray[m_Index]
                                   , m_OffsetYArray[m_Index]
                                   , m_TilingArray[m_Index]
                                   );
        m_DebugPartyOffset.SetupAdjustUV(storyCharaMaster.img_offset_x * 0.001f, storyCharaMaster.img_offset_y * 0.001f, storyCharaMaster.img_tiling * 0.001f);
        m_DebugPartyOffset.CheckAdjustUV();

        m_CharaResource.SetStoryCharaId(storyCharaMaster.fix_id);
        StartCoroutine(LoopAssetLoad(() =>
        {
            m_DebugPartyOffset.ThirdUnitMaterial.SetTexture("_MainTex", m_CharaResource.GetTexture());
            SetUpUVParam();
        }));
    }
    public void SetUpParamChara(int index)
    {
        //--------------------------------
        // アクセス番号決定
        //--------------------------------
        if (index >= m_CharaMasterArray.Length)
        {
            index = 0;
        }
        if (index < 0)
        {
            index = m_CharaMasterArray.Length - 1;
        }

        MasterDataParamChara charaMaster = m_CharaMasterArray[index];

        m_CurrentCharaMaster = charaMaster;
        m_Index = index;

        m_DebugPartyOffset.NameText            = charaMaster.name;
        m_DebugPartyOffset.m_IdInputField.text = charaMaster.fix_id.ToString();
        m_DebugPartyOffset.m_NoInputField.text = charaMaster.draw_id.ToString();

        m_DebugPartyOffset.SetupUV(m_OffsetXArray[m_Index, (int)CurrentUVTarget]
                                   , m_OffsetYArray[m_Index, (int)CurrentUVTarget]
                                   , m_TilingArray[m_Index, (int)CurrentUVTarget]
                                   );

        m_DebugPartyOffset.SetupAdjustUV(charaMaster.img_2_offsetX * 0.001f, charaMaster.img_2_offsetY * 0.001f, charaMaster.img_2_tiling * 0.001f);
        m_DebugPartyOffset.CheckAdjustUV();
        AssetBundler.Create().SetAsUnitTexture(charaMaster.fix_id,
                                               (o) =>
        {
            Texture2D tex = o.GetTexture2D(TextureWrapMode.Clamp);
            m_DebugPartyOffset.ThirdUnitMaterial.SetTexture("_MainTex", tex);
            foreach (GlobalDefine.PartyCharaIndex charaIndex in Enum.GetValues(typeof(GlobalDefine.PartyCharaIndex)))
            {
                SetUpUVParam(charaIndex);
            }
        },
                                               (s) =>
        {
            m_DebugPartyOffset.ThirdUnitMaterial.SetTexture("_MainTex", null);
        }).Load();
    }