//<summary>セーブデータからワールドを作成</summary>
    static public MapWorld createFromSave(string aFilePath, MyMap aMap)
    {
        MapSaveFileData tSaveData = new MapSaveFileData(aFilePath);

        //マップデータを記憶
        mData            = tSaveData;
        mWorld           = initWorld(new Vector3Int(mData.mStratums[0].mFeild[0].Count, mData.mStratums.Count, mData.mStratums[0].mFeild.Count));
        mWorld.mMap      = aMap;
        mWorld.mMapName  = mData.mMapName;
        mWorld.mFileData = mData;
        mWorld.mSaveData = tSaveData;

        //マップファイルへのパス
        mWorld.mMapPath = tSaveData.mFilePath;

        //生成
        createFromFileData();

        //生成完了
        foreach (MapBehaviour tBehaviour in mWorld.GetComponentsInChildren <MapBehaviour>())
        {
            tBehaviour.placed();
        }

        MapWorld tCreatedWorld = mWorld;

        mWorld = null;
        mData  = null;
        return(tCreatedWorld);
    }
    static private void createFromFileData()
    {
        //カメラ生成
        initCamera();
        //フィールド生成
        buildField();
        //壁生成
        buildEnd();
        //影生成
        List <MapFileData.Shadow> tShadowData = mData.mShadows;
        int tShadowNum = tShadowData.Count;

        for (int i = 0; i < tShadowNum; ++i)
        {
            //buildShadow(tShadowData[i]);
        }
        //ornament生成
        List <MapFileData.Ornament> tOrnamentData = mData.mOrnaments;
        int tOrnamentNum = tOrnamentData.Count;

        for (int i = 0; i < tOrnamentNum; ++i)
        {
            buildOrnament(tOrnamentData[i]);
        }
        //character(npc)生成
        List <MapFileData.Character> tCharacterData = mData.mCharacters;
        int tCharacterNum = tCharacterData.Count;

        for (int i = 0; i < tCharacterNum; ++i)
        {
            buildCharacter(tCharacterData[i]);
        }
        //trigger生成
        List <MapFileData.Trigger> tTriggerData = mData.mTriggers;
        int tTriggerNum = tTriggerData.Count;

        for (int i = 0; i < tTriggerNum; ++i)
        {
            buildTrigger(tTriggerData[i]);
        }
        //event
        createEvent();

        //生成完了
        foreach (MapBehaviour tBehaviour in mWorld.GetComponentsInChildren <MapBehaviour>())
        {
            tBehaviour.placed();
        }
    }