void Start()
    {
        //連接MatchASourse
        MatchASourse          = GetComponent <MatchASumSourse>();
        m_MoveItems           = MatchASourse.MoveItems;
        m_MatchPosItems       = MatchASourse.MatchPosItems;
        m_SceneSound          = MatchASourse.SceneSounds;
        m_otherAnimObj        = MatchASourse.OtherAnimObjs;
        m_isCloseBackToOriPos = MatchASourse.IsCloseBackToOriPos;
        m_MatchIdArrays       = MatchASourse.MatchIdArrays;
        //淡出相機
        m_CameraFade = this.gameObject.AddComponent <CameraFade>();
        //判斷播放背景音
        GamePublicAudioControl.Instance.PlaySceneMusic();
        //音量建大
        GamePublicAudioControl.Instance.UpSceneMusic();
        //判斷播放開頭提示音效
        PlaySceneSound(m_SceneSound.TipSound, m_SceneSound.TipSoundOnOff);

        //生成場景物件
        InstanceMoveItem(m_MoveItems, moveItmeObj);
        InstanceMatchPosItem(m_MatchPosItems, matchPosItemObj);
        InstanceOtherAnimObj(m_otherAnimObj);

        //點擊check按鈕事件
        GameEventSystem.Instance.OnPushCheckBtn += CheckPass;
    }
 /// <summary>
 /// (editor)生成額外動畫物件
 /// </summary>
 /// <param name="_otherAnimObj"></param>
 /// <param name="objPrefab"></param>
 public void InstanceOtherAnimObj(OtherAnimObj_matchASum _otherAnimObj)
 {
     if (_otherAnimObj.OtherAnimObjOnOff == true)
     {
         m_OtherAnimObjs = Instantiate(_otherAnimObj.OtherAnimObjPrefab, _otherAnimObj.OtherAnimObjPosition, Quaternion.identity);
         m_OtherAnimObjs.GetComponent <Animator>().enabled       = false;
         m_OtherAnimObjs.GetComponent <SpriteRenderer>().enabled = _otherAnimObj.ShowInBeginOnOff;
     }
 }