public void SkillSetUp() { option.Save(); save_data_All = PlayerPrefs.GetString("SkillNote0", "Smash") + "/" + PlayerPrefs.GetString("SkillNote1", "Smash") + "/" + PlayerPrefs.GetString("SkillNote2", "Smash") + "/" + PlayerPrefs.GetString("SkillNote3", "Smash"); splitSkill = save_data_All.Split(new[] { '/' }, StringSplitOptions.RemoveEmptyEntries); if (splitSkill.Length < 16 || splitSkill.Length == 0) { return; } if (!PlayerPrefs.HasKey("SkillNote0") || splitSkill[0] == null || splitSkill[1] == null || splitSkill[2] == null || splitSkill[3] == null || splitSkill[4] == null || splitSkill[5] == null || splitSkill[6] == null || splitSkill[7] == null || splitSkill[8] == null || splitSkill[9] == null || splitSkill[10] == null || splitSkill[11] == null || splitSkill[12] == null || splitSkill[13] == null || splitSkill[14] == null || splitSkill[15] == null || option.isFirstSave ) { return; } //既存オブジェクト if (skill_slot[0].transform.GetChild(0).gameObject != null) { for (int i = 0; i < 4; i++) { _pre_prefab[i * 4 + 0] = skill_slot[i].transform.GetChild(0).gameObject; _pre_prefab[i * 4 + 1] = skill_slot[i].transform.GetChild(1).gameObject; _pre_prefab[i * 4 + 2] = skill_slot[i].transform.GetChild(2).gameObject; _pre_prefab[i * 4 + 3] = skill_slot[i].transform.GetChild(3).gameObject; } } if (_pre_prefab[15]) { //既存オブジェクト削除 for (int p = 0; p < 16; p++) { Destroy(_pre_prefab[p]); } } //新規オブジェクト作成 for (int i = 0; i < 16; i++) { GameObject prefab = Resources.Load <GameObject>("Prefab/" + splitSkill[i] + "Button"); if (0 <= i && i <= 3) { GameObject _prefab_button = Instantiate(prefab, skill_slot[0].transform.position, Quaternion.identity); _prefab_button.transform.parent = skill_slot[0].transform; _prefab_button.transform.localScale *= 1; _pre_prefab[i] = _prefab_button; } if (4 <= i && i <= 7) { GameObject _prefab_button = Instantiate(prefab, skill_slot[1].transform.position, Quaternion.identity); _prefab_button.transform.parent = skill_slot[1].transform; _prefab_button.transform.localScale *= 1; _pre_prefab[i] = _prefab_button; } if (8 <= i && i <= 11) { GameObject _prefab_button = Instantiate(prefab, skill_slot[2].transform.position, Quaternion.identity); _prefab_button.transform.parent = skill_slot[2].transform; _prefab_button.transform.localScale *= 1; _pre_prefab[i] = _prefab_button; } if (12 <= i && i <= 16) { GameObject _prefab_button = Instantiate(prefab, skill_slot[3].transform.position, Quaternion.identity); _prefab_button.transform.parent = skill_slot[3].transform; _prefab_button.transform.localScale *= 1; _pre_prefab[i] = _prefab_button; } } }