/// <summary>
    /// 与えられた数字をマスクパラメータ情報へ変換してリスト化する
    /// </summary>
    /// <param name="number">数字</param>
    /// <returns>マスクパラメータ情報</returns>
    private List <CsRectMask2DBean> VisibleNumberTexture(float number)
    {
        List <CsRectMask2DBean> list = new List <CsRectMask2DBean>();

        if (CsNormalLevelDesignOfCommon.NATURAL_NUMBER < number)
        {
            string strNumber = number.ToString();
            // 桁数を調べる
            int length = strNumber.Length;
            for (int i = 0; i < length; i++)
            {
                string           strResult      = strNumber.Substring(i, 1);
                CsRectMask2DBean rectMask2DBean = new CsRectMask2DBean();
                int max   = 320;
                int trout = 32;

                int result = 0;
                if (!(CsNormalLevelDesignOfTimer.STRING_COMMA).Equals(strResult))
                {
                    result = int.Parse(strResult);
                }
                else
                {
                    result = CsNormalLevelDesignOfTimer.NUMBER_INDEX_COMMA;
                }
                rectMask2DBean.paddingLeft  = trout * result;
                rectMask2DBean.paddingRight = max - (trout * result);
                rectMask2DBean.posX         = max - (trout * result) + CsNormalLevelDesignOfTimer.TIMER_POS_X_OFF_SET;
                rectMask2DBean.posY         = CsNormalLevelDesignOfTimer.TIMER_POS_Y_OFF_SET;
                list.Add(rectMask2DBean);
            }
        }
        return(list);
    }
 /// <summary>
 /// タイマーのマスクと位置情報を元にゲームオブジェクトを生成する
 /// </summary>
 /// <param name="rectMask2DBeanList">タイマーのマスクと位置情報</param>
 private void CreateMaskPrefabTimer(List <CsRectMask2DBean> rectMask2DBeanList)
 {
     // 一度クリーンにする
     if (0 < GameObject.FindGameObjectsWithTag(CsNormalLevelDesignOfTimer.STRING_PREFAB_TAG_TIMER).Length)
     {
         foreach (GameObject g in GameObject.FindGameObjectsWithTag(CsNormalLevelDesignOfTimer.STRING_PREFAB_TAG_TIMER))
         {
             Destroy(g);
         }
     }
     // 再度生成
     for (int i = 0; i < rectMask2DBeanList.Count; i++)
     {
         CsRectMask2DBean r   = rectMask2DBeanList[i];
         GameObject       pf  = timerPrefab;
         Vector3          v3  = new Vector3(transform.position.x + r.posX - (rectMask2DBeanList.Count - i) * 32f, transform.position.y + r.posY, transform.position.z + r.posZ);
         GameObject       obj = (GameObject)Instantiate(pf, v3, Quaternion.identity, this.gameObject.transform);
         obj.GetComponent <RectMask2D>().padding = new Vector4(r.paddingLeft, r.paddingTop, r.paddingRight, r.paddingBottom);
     }
 }