Пример #1
0
    /// <summary>
    /// ステージを読み込んで生成する
    /// </summary>
    private void CreateStage()
    {
        TextAsset   xmlTextAsset;
        XmlDocument xmlDoc = new XmlDocument();

        //XMLの読み込み
        try {
            xmlTextAsset = Instantiate(Resources.Load("XMLs/Stages/" + stageNum.ToString())) as TextAsset;
            xmlDoc       = new XmlDocument();
            xmlDoc.LoadXml(xmlTextAsset.text);
        } catch {
            Debug.LogError("XMLs/Stages/" + stageNum.ToString() + ".xmlが存在していないか、正しく読み込めません。");
            return;
        }

        //高さ横幅の読み込み
        try {
            width  = int.Parse(xmlDoc.GetElementsByTagName("Width").Item(0).InnerText);
            height = int.Parse(xmlDoc.GetElementsByTagName("Height").Item(0).InnerText);
        } catch {
            Debug.LogError(stageNum + ".xmlにWidth,Heightタグ内に値を記入してください");
            return;
        }

        //トリガーの追加
        var triggers = xmlDoc.GetElementsByTagName("Trigger");

        for (int i = 0; i < triggers.Count; i++)
        {
            int    connectNum = int.Parse(triggers.Item(i).ChildNodes.Item(0).InnerText);
            string name = triggers.Item(i).ChildNodes.Item(1).InnerText;
            float  x, y;
            x = float.Parse(triggers.Item(i).ChildNodes.Item(2).InnerText);
            y = float.Parse(triggers.Item(i).ChildNodes.Item(3).InnerText);

            GameObject          triggerObject = new GameObject();
            Trigger.TriggerType triggerType   = Trigger.TriggerType.Default;
            switch (name)
            {
            default:
                Debug.LogError("設定されていないトリガーが選ばれました\n名前:" + name);
                continue;

            case "RightGear":
                triggerObject = Resources.Load("Prefabs/Triggers/RightGear") as GameObject;
                triggerType   = Trigger.TriggerType.RightGear;
                break;

            case "LeftGear":
                triggerObject = Resources.Load("Prefabs/Triggers/LeftGear") as GameObject;
                triggerType   = Trigger.TriggerType.LeftGear;
                break;

            case "Button":
                triggerObject = Resources.Load("Prefabs/Triggers/ButtonTrigger") as GameObject;
                triggerType   = Trigger.TriggerType.Button;
                break;

            case "MinusButton":
                triggerObject = Resources.Load("Prefabs/Triggers/MinusButton") as GameObject;
                triggerType   = Trigger.TriggerType.MinusButton;
                break;

            case "Electrical":
                triggerObject = Resources.Load("Prefabs/Triggers/Electrical") as GameObject;
                triggerType   = Trigger.TriggerType.Electrical;
                break;
            }
            var     newTriggerObject          = Instantiate(triggerObject, new Vector3(x, y, 0), Quaternion.identity, transform) as GameObject;
            Trigger trigger                   = newTriggerObject.GetComponent <Trigger>();
            if (triggers.Item(i).ChildNodes.Count > 4)
            {
                var rotate = float.Parse(triggers.Item(i).ChildNodes.Item(4).InnerText);
                newTriggerObject.transform.Rotate(0, 0, rotate);
            }

            trigger.thisType   = triggerType;
            trigger.connectNum = connectNum;
            if (gimmicks.ContainsKey(connectNum))
            {
                gimmicks[connectNum].triggers.Add(trigger);
            }
            else
            {
                Gimmick newGimmick = new Gimmick();
                newGimmick.triggers = new List <Trigger>();
                newGimmick.parts    = new List <Parts>();
                newGimmick.triggers.Add(trigger);
                newGimmick.value = -1;
                gimmicks.Add(connectNum, newGimmick);
            }
        }


        //パーツの追加
        var parts = xmlDoc.GetElementsByTagName("Parts");

        for (int i = 0; i < parts.Count; i++)
        {
            int connectNum = int.Parse(parts.Item(i).ChildNodes.Item(0).InnerText);
            if (gimmicks.ContainsKey(connectNum))
            {
                string name = parts.Item(i).ChildNodes.Item(1).InnerText;
                float  x, y;
                x = float.Parse(parts.Item(i).ChildNodes.Item(2).InnerText);
                y = float.Parse(parts.Item(i).ChildNodes.Item(3).InnerText);

                GameObject      partsObject = new GameObject();
                Parts.PartsType partsType   = Parts.PartsType.Default;
                switch (name)
                {
                default:
                    Debug.LogError("設定されていないパーツが選ばれました\n名前:" + name);
                    continue;

                case "Door":
                    partsObject = Resources.Load("Prefabs/Parts/Door") as GameObject;
                    partsType   = Parts.PartsType.Door;
                    //他のパーツ
                    //partsObject = hoge;
                    //partsType = hoge;
                    break;

                case "Bridge":
                    partsObject = Resources.Load("Prefabs/Parts/Bridge") as GameObject;
                    partsType   = Parts.PartsType.Bridge;
                    break;

                case "Bomb":
                    partsObject = Resources.Load("Prefabs/Parts/Bomb") as GameObject;
                    partsType   = Parts.PartsType.Bomb;
                    break;

                case "ChangeScene":
                    partsObject = Resources.Load("Prefabs/Parts/ChangeScene") as GameObject;
                    partsType   = Parts.PartsType.ChangeScene;
                    break;

                case "MoveFordBackFloor":
                    partsObject = Resources.Load("Prefabs/Parts/MoveFordBackFloor") as GameObject;
                    partsType   = Parts.PartsType.MoveFordBackFloor;
                    break;
                }
                var newPartsObject          = Instantiate(partsObject, new Vector3(x, y, 0), Quaternion.identity, transform) as GameObject;
                var newParts                = newPartsObject.GetComponent <Parts>();
                if (parts.Item(i).ChildNodes.Count > 4)
                {
                    var rotate = float.Parse(parts.Item(i).ChildNodes.Item(4).InnerText);
                    newPartsObject.transform.Rotate(0, 0, rotate);
                }
                newParts.thisType = partsType;
                gimmicks[connectNum].parts.Add(newParts);
            }
            else
            {
                Debug.LogError(connectNum + "番のトリガーを登録してください");
                continue;
            }
        }

        var grounds = xmlDoc.GetElementsByTagName("Ground");
        var ground  = Resources.Load("Prefabs/StageFrames/Ground") as GameObject;

        for (int i = 0; i < grounds.Count; i++)
        {
            float posX         = float.Parse(grounds.Item(i).ChildNodes.Item(0).InnerText);
            float posY         = float.Parse(grounds.Item(i).ChildNodes.Item(1).InnerText);
            float groundWidth  = float.Parse(grounds.Item(i).ChildNodes.Item(2).InnerText);
            var   groundObject = Instantiate(ground, new Vector3(posX, posY, 0), Quaternion.identity, transform);
            groundObject.transform.localScale = new Vector3(groundWidth, 1, 2);
            if (grounds.Item(i).ChildNodes.Count > 4)
            {
                float rotate = float.Parse(grounds.Item(i).ChildNodes.Item(3).InnerText);
                groundObject.transform.Rotate(0, 0, rotate);
            }
        }

        var walls = xmlDoc.GetElementsByTagName("Wall");
        var wall  = Resources.Load("Prefabs/StageFrames/Wall") as GameObject;

        for (int i = 0; i < walls.Count; i++)
        {
            float posX      = float.Parse(walls.Item(i).ChildNodes.Item(0).InnerText);
            float posY      = float.Parse(walls.Item(i).ChildNodes.Item(1).InnerText);
            float wallWidth = float.Parse(walls.Item(i).ChildNodes.Item(2).InnerText);
            var   wallObj   = Instantiate(wall, new Vector3(posX, posY, 0), Quaternion.identity, transform);
            wallObj.transform.localScale = new Vector3(wallWidth, 1, 2);
            wallObj.transform.Rotate(0, 0, 90);
            if (walls.Item(i).ChildNodes.Count > 4)
            {
                float rotate = float.Parse(walls.Item(i).ChildNodes.Item(3).InnerText);
                wallObj.transform.Rotate(0, 0, rotate);
            }
        }

        var missGround = Resources.Load("Prefabs/StageFrames/missGround") as GameObject;
        var player     = Instantiate(Resources.Load("Prefabs/Systems/Player") as GameObject, new Vector3(int.Parse(xmlDoc.GetElementsByTagName("StartX").Item(0).InnerText), int.Parse(xmlDoc.GetElementsByTagName("StartY").Item(0).InnerText), 0), Quaternion.identity, transform);

        Instantiate(Resources.Load("Prefabs/Systems/Camera") as GameObject, new Vector3(int.Parse(xmlDoc.GetElementsByTagName("StartX").Item(0).InnerText), int.Parse(xmlDoc.GetElementsByTagName("StartY").Item(0).InnerText), -10), Quaternion.identity, transform);

        var wallObject = Instantiate(wall, new Vector3(0, height / 2, 0), Quaternion.identity, transform);

        wallObject.transform.localScale = new Vector3(1, height + 1, 2);
        wallObject = Instantiate(wall, new Vector3(width, height / 2, 0), Quaternion.identity, transform);
        wallObject.transform.localScale = new Vector3(1, height + 1, 2);

        var missGroundObject = Instantiate(missGround, new Vector3(width / 2, 0, 0), Quaternion.identity, transform);

        missGroundObject.transform.localScale = new Vector3(width + 1, 1, 2);
        missGroundObject = Instantiate(missGround, new Vector3(width / 2, height, 0), Quaternion.identity, transform);
        missGroundObject.transform.localScale = new Vector3(width + 1, 1, 2);
        //Todo 背景オブジェクトの追加
    }
Пример #2
0
    /// <summary>
    /// ステージを読み込んで生成する
    /// </summary>
    private void CreateStage()
    {
        TextAsset   xmlTextAsset;
        XmlDocument xmlDoc = new XmlDocument();

        //XMLの読み込み
        try {
            xmlTextAsset = Instantiate(Resources.Load("XMLs/Stages/" + stageNum.ToString())) as TextAsset;
            xmlDoc       = new XmlDocument();
            xmlDoc.LoadXml(xmlTextAsset.text);
        } catch {
            Debug.LogError("XMLs/Stages/" + stageNum.ToString() + ".xmlが存在していないか、正しく読み込めません。");
            return;
        }

        //高さ横幅の読み込み
        try {
            width  = int.Parse(xmlDoc.GetElementsByTagName("Width").Item(0).InnerText);
            height = int.Parse(xmlDoc.GetElementsByTagName("Height").Item(0).InnerText);
        } catch {
            Debug.LogError(stageNum + ".xmlにWidth,Heightタグ内に値を記入してください");
            return;
        }

        var        collectParts       = Resources.Load("Prefabs/Systems/CollectParts") as GameObject;
        GameObject collectPartsParent = new GameObject("CollectPartsParent");

        collectPartsParent.transform.parent = transform;

        try {
            var collect1 = xmlDoc.GetElementsByTagName("Collect1");

            var pos             = new Vector3(float.Parse(collect1.Item(0).ChildNodes.Item(0).InnerText), float.Parse(collect1.Item(0).ChildNodes.Item(1).InnerText), -3);
            var newCollectParts = Instantiate(collectParts, pos, Quaternion.identity, collectPartsParent.transform);
            newCollectParts.name = "1";

            var collect2 = xmlDoc.GetElementsByTagName("Collect2");
            pos                  = new Vector3(float.Parse(collect2.Item(0).ChildNodes.Item(0).InnerText), float.Parse(collect2.Item(0).ChildNodes.Item(1).InnerText), -3);
            newCollectParts      = Instantiate(collectParts, pos, Quaternion.identity, collectPartsParent.transform);
            newCollectParts.name = "2";
        } catch {
            Debug.LogError("CollectPartsが指定されていません");
        }

        try {
            var bgmName = xmlDoc.GetElementsByTagName("BGM").Item(0).InnerText;
            if (bgmName != null)
            {
                var bgm = Resources.Load("BGM/" + bgmName) as AudioClip;
                CameraManager.instance.ChangeBGM(bgm);
            }
        } catch {
            Debug.LogError("BGMを設定してください");
        }

        //トリガーの追加
        var triggers = xmlDoc.GetElementsByTagName("Trigger");

        for (int i = 0; i < triggers.Count; i++)
        {
            int    connectNum = int.Parse(triggers.Item(i).ChildNodes.Item(0).InnerText);
            string name = triggers.Item(i).ChildNodes.Item(1).InnerText;
            float  x, y;
            x = float.Parse(triggers.Item(i).ChildNodes.Item(2).InnerText);
            y = float.Parse(triggers.Item(i).ChildNodes.Item(3).InnerText);

            GameObject          triggerObject;
            Trigger.TriggerType triggerType = Trigger.TriggerType.Default;
            switch (name)
            {
            default:
                Debug.LogError("設定されていないトリガーが選ばれました\n名前:" + name);
                continue;

            case "RightGear":
                triggerObject = Resources.Load("Prefabs/Triggers/RightGear") as GameObject;
                triggerType   = Trigger.TriggerType.RightGear;
                break;

            case "LeftGear":
                triggerObject = Resources.Load("Prefabs/Triggers/LeftGear") as GameObject;
                triggerType   = Trigger.TriggerType.LeftGear;
                break;

            case "Button":
                triggerObject = Resources.Load("Prefabs/Triggers/PlusButton") as GameObject;
                triggerType   = Trigger.TriggerType.Button;
                break;

            case "MinusButton":
                triggerObject = Resources.Load("Prefabs/Triggers/MinusButton") as GameObject;
                triggerType   = Trigger.TriggerType.MinusButton;
                break;

            case "Electrical":
                triggerObject = Resources.Load("Prefabs/Triggers/Electrical") as GameObject;
                triggerType   = Trigger.TriggerType.Electrical;
                break;

            case "Forever":
                triggerObject = Resources.Load("Prefabs/Triggers/ForeverButton") as GameObject;
                triggerType   = Trigger.TriggerType.Forever;
                break;
            }
            var     newTriggerObject        = Instantiate(triggerObject, new Vector3(x, y, -3), Quaternion.identity, transform) as GameObject;
            Trigger trigger                 = newTriggerObject.GetComponent <Trigger>();
            if (triggers.Item(i).ChildNodes.Count > 4)
            {
                var rotate = float.Parse(triggers.Item(i).ChildNodes.Item(4).InnerText);
                newTriggerObject.transform.Rotate(0, 0, rotate);
            }
            float initial = -1;
            if (triggers.Item(i).ChildNodes.Count > 5)
            {
                initial = float.Parse(triggers.Item(i).ChildNodes.Item(5).InnerText);
            }


            trigger.thisType   = triggerType;
            trigger.connectNum = connectNum;
            if (gimmicks.ContainsKey(connectNum))
            {
                gimmicks[connectNum].triggers.Add(trigger);
            }
            else
            {
                Gimmick newGimmick = new Gimmick();
                newGimmick.triggers = new List <Trigger>();
                newGimmick.parts    = new List <Parts>();
                newGimmick.triggers.Add(trigger);
                newGimmick.value = initial;
                gimmicks.Add(connectNum, newGimmick);
            }
        }


        //パーツの追加
        var parts = xmlDoc.GetElementsByTagName("Parts");

        for (int i = 0; i < parts.Count; i++)
        {
            int connectNum = int.Parse(parts.Item(i).ChildNodes.Item(0).InnerText);
            if (gimmicks.ContainsKey(connectNum))
            {
                string name = parts.Item(i).ChildNodes.Item(1).InnerText;
                float  x, y;
                x = float.Parse(parts.Item(i).ChildNodes.Item(2).InnerText);
                y = float.Parse(parts.Item(i).ChildNodes.Item(3).InnerText);

                GameObject      partsObject;
                Parts.PartsType partsType = Parts.PartsType.Default;
                switch (name)
                {
                default:
                    Debug.LogError("設定されていないパーツが選ばれました\n名前:" + name);
                    continue;

                case "Door":
                    partsObject = Resources.Load("Prefabs/Parts/Door") as GameObject;
                    partsType   = Parts.PartsType.Door;
                    //他のパーツ
                    //partsObject = hoge;
                    //partsType = hoge;
                    break;

                case "Bridge":
                    partsObject = Resources.Load("Prefabs/Parts/Bridge") as GameObject;
                    partsType   = Parts.PartsType.Bridge;
                    break;

                case "Bomb":
                    partsObject = Resources.Load("Prefabs/Parts/Bomb") as GameObject;
                    partsType   = Parts.PartsType.Bomb;
                    break;

                case "ChangeScene":
                    partsObject = Resources.Load("Prefabs/Parts/ChangeScene") as GameObject;
                    partsType   = Parts.PartsType.ChangeScene;
                    break;

                case "MoveHorizontalObj":
                    partsObject = Resources.Load("Prefabs/Parts/MoveHorizontalObj") as GameObject;
                    partsType   = Parts.PartsType.MoveHorizontalObj;
                    break;

                case "MoveVerticalObj":
                    partsObject = Resources.Load("Prefabs/Parts/MoveVerticalObj") as GameObject;
                    partsType   = Parts.PartsType.MoveVerticalObj;
                    break;

                case "MoveDepthObj":
                    partsObject = Resources.Load("Prefabs/Parts/MoveDepthObj") as GameObject;
                    partsType   = Parts.PartsType.MoveDepthObj;
                    break;

                case "MoveDepthObj_2":
                    partsObject = Resources.Load("Prefabs/Parts/MoveDepthObj_2") as GameObject;
                    partsType   = Parts.PartsType.MoveDepthObj_2;
                    break;

                case "Slope":
                    partsObject = Resources.Load("Prefabs/Parts/Slope") as GameObject;
                    partsType   = Parts.PartsType.Slope;
                    break;

                case "Pitfall":
                    partsObject = Resources.Load("Prefabs/Parts/Pitfall") as GameObject;
                    partsType   = Parts.PartsType.Pitfall;
                    break;

                case "ObjFallTrap":
                    partsObject = Resources.Load("Prefabs/Parts/ObjFallTrap") as GameObject;
                    partsType   = Parts.PartsType.ObjFallTrap;
                    break;

                case "FlameThrower":
                    partsObject = Resources.Load("Prefabs/Parts/FlameThrower") as GameObject;
                    partsType   = Parts.PartsType.FlameThrower;
                    break;

                case "InterposeTrap":
                    partsObject = Resources.Load("Prefabs/Parts/InterposeTrap") as GameObject;
                    partsType   = Parts.PartsType.InterposeTrap;
                    break;

                case "ImpulseUp":
                    partsObject = Resources.Load("Prefabs/Parts/ImpulseUp") as GameObject;
                    partsType   = Parts.PartsType.ImpulseUp;
                    break;

                case "ImpulseUp_2":
                    partsObject = Resources.Load("Prefabs/Parts/ImpulseUp_2") as GameObject;
                    partsType   = Parts.PartsType.ImpulseUp_2;
                    break;

                case "ImpulseLeft":
                    partsObject = Resources.Load("Prefabs/Parts/ImpulseLeft") as GameObject;
                    partsType   = Parts.PartsType.ImpulseLeft;
                    break;

                case "ImpulseRight":
                    partsObject = Resources.Load("Prefabs/Parts/ImpulseRight") as GameObject;
                    partsType   = Parts.PartsType.ImpulseRight;
                    break;

                case "Goal":
                    partsObject = Resources.Load("Prefabs/Parts/Goal") as GameObject;
                    partsType   = Parts.PartsType.Goal;
                    break;
                }
                var newPartsObject        = Instantiate(partsObject, new Vector3(x, y, -3), Quaternion.identity, transform) as GameObject;
                var newParts              = newPartsObject.GetComponent <Parts>();
                newParts.connectNumber = connectNum;
                if (parts.Item(i).ChildNodes.Count > 4)
                {
                    var rotate = float.Parse(parts.Item(i).ChildNodes.Item(4).InnerText);
                    newPartsObject.transform.Rotate(0, 0, rotate);
                }
                if (parts.Item(i).ChildNodes.Count > 5)
                {
                    var id = parts.Item(i).ChildNodes.Item(5).InnerText;
                    newParts.id = id;
                }
                newParts.thisType = partsType;
                gimmicks[connectNum].parts.Add(newParts);
            }
            else
            {
                Debug.LogError(connectNum + "番のトリガーを登録してください");
                continue;
            }
        }

        var grounds = xmlDoc.GetElementsByTagName("Ground");
        var ground  = Resources.Load("Prefabs/StageFrames/Ground") as GameObject;

        for (int i = 0; i < grounds.Count; i++)
        {
            float posX         = float.Parse(grounds.Item(i).ChildNodes.Item(0).InnerText);
            float posY         = float.Parse(grounds.Item(i).ChildNodes.Item(1).InnerText);
            float groundWidth  = float.Parse(grounds.Item(i).ChildNodes.Item(2).InnerText);
            var   groundObject = Instantiate(ground, new Vector3(posX, posY, -3), Quaternion.identity, transform);
            groundObject.transform.localScale = new Vector3(groundWidth, 1, 2);

            var groundPipe       = Resources.Load("Prefabs/StageFrames/Pipe") as GameObject;
            var groundPipeObject = Instantiate(groundPipe, new Vector3(posX, posY, -3), Quaternion.identity, transform);
            groundPipeObject.transform.localScale = new Vector3(groundWidth, 0.6f, 0.6f);
            var pipeConnection = Resources.Load("Prefabs/StageFrames/PipeConnection") as GameObject;
            var empty          = new GameObject("PipeCollectParent");
            empty.transform.position = new Vector3(posX, posY);
            empty.transform.parent   = transform;
            for (int j = 0; j < groundWidth; j += 8)
            {
                var connectionObject = Instantiate(pipeConnection, new Vector3(posX - groundWidth / 2 + j, posY, -3), Quaternion.identity, empty.transform);
            }
            Instantiate(pipeConnection, new Vector3(posX + groundWidth / 2, posY, -3), Quaternion.identity, empty.transform);

            if (grounds.Item(i).ChildNodes.Count > 4)
            {
                float rotate = float.Parse(grounds.Item(i).ChildNodes.Item(3).InnerText);
                groundObject.transform.Rotate(0, 0, rotate);
                groundPipeObject.transform.Rotate(0, 0, rotate);
                empty.transform.Rotate(0, 0, rotate);
            }
        }

        var concretes = xmlDoc.GetElementsByTagName("Concrete");
        var concrete  = Resources.Load("Prefabs/StageFrames/Concrete") as GameObject;

        for (int i = 0; i < concretes.Count; i++)
        {
            float posX         = float.Parse(concretes.Item(i).ChildNodes.Item(0).InnerText);
            float posY         = float.Parse(concretes.Item(i).ChildNodes.Item(1).InnerText);
            float groundWidth  = float.Parse(concretes.Item(i).ChildNodes.Item(2).InnerText);
            var   groundObject = Instantiate(concrete, new Vector3(posX, posY, 0), Quaternion.identity, transform);
            groundObject.transform.GetChild(0).localScale = new Vector3(groundWidth, 1, 2); //当たり判定
            groundObject.transform.GetChild(1).GetChild(0).GetComponent <RectTransform>().sizeDelta = new Vector3(groundWidth * 32, 160, 32);
            groundObject.transform.GetChild(1).GetChild(0).localPosition = new Vector3(0, 0.5f, -2.5f);
            groundObject.transform.GetChild(1).GetChild(1).GetComponent <RectTransform>().sizeDelta = new Vector3(groundWidth * 32, 160, 32);
            groundObject.transform.GetChild(1).GetChild(1).localPosition = new Vector3(0, -0.5f, -2.5f);
            groundObject.transform.GetChild(1).GetChild(2).GetComponent <RectTransform>().sizeDelta = new Vector3(groundWidth * 32, 32, 32);
            groundObject.transform.GetChild(1).GetChild(2).localPosition = new Vector3(0, 0, -5f);

            if (concretes.Item(i).ChildNodes.Count > 4)
            {
                float rotate = float.Parse(concretes.Item(i).ChildNodes.Item(3).InnerText);
                groundObject.transform.Rotate(0, 0, rotate);
            }
        }

        var walls     = xmlDoc.GetElementsByTagName("Wall");
        var wall      = Resources.Load("Prefabs/StageFrames/Wall") as GameObject;
        var wallImage = Resources.Load("Prefabs/StageFrames/WallImage") as GameObject;

        for (int i = 0; i < walls.Count; i++)
        {
            float posX      = float.Parse(walls.Item(i).ChildNodes.Item(0).InnerText);
            float posY      = float.Parse(walls.Item(i).ChildNodes.Item(1).InnerText);
            float wallWidth = float.Parse(walls.Item(i).ChildNodes.Item(2).InnerText);
            var   wallObj   = Instantiate(wall, new Vector3(posX, posY, -4), Quaternion.identity, transform);
            wallObj.transform.GetChild(0).gameObject.SetActive(false);

            var wallImageObject = Instantiate(wallImage, new Vector3(posX, posY, -2), Quaternion.identity, transform);
            wallImageObject.transform.GetChild(0).gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(wallWidth * 32, 32 * 5);
            wallImageObject.transform.GetChild(0).localPosition = new Vector3(-0.5f, 0, -0.5f);
            wallImageObject.transform.GetChild(1).gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(wallWidth * 32, 32 * 5);
            wallImageObject.transform.GetChild(1).localPosition = new Vector3(0.5f, 0, -0.5f);
            wallImageObject.transform.GetChild(2).gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(wallWidth * 32, 32);
            wallImageObject.transform.GetChild(2).localPosition = new Vector3(0, 0, -3f);
            wallImageObject.transform.GetChild(3).gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(32 * 5, 32);
            wallImageObject.transform.GetChild(3).localPosition = new Vector3(0, wallWidth / 2, -0.5f);
            wallImageObject.transform.GetChild(4).gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(32 * 5, 32);
            wallImageObject.transform.GetChild(4).localPosition = new Vector3(0, -wallWidth / 2, -0.5f);
            wallObj.transform.localScale = new Vector3(wallWidth, 1, 2);
            wallObj.transform.Rotate(0, 0, 90);
            if (walls.Item(i).ChildNodes.Count > 4)
            {
                float rotate = float.Parse(walls.Item(i).ChildNodes.Item(3).InnerText);
                wallObj.transform.Rotate(0, 0, rotate);
            }
        }

        var decoration       = xmlDoc.GetElementsByTagName("Decoration");
        var decorationParent = GameObject.Find("DecorationParent");

        for (int i = 0; i < decoration.Count; i++)
        {
            string name   = decoration.Item(i).ChildNodes.Item(0).InnerText;
            float  posX   = float.Parse(decoration.Item(i).ChildNodes.Item(1).InnerText);
            float  posY   = float.Parse(decoration.Item(i).ChildNodes.Item(2).InnerText);
            float  posZ   = float.Parse(decoration.Item(i).ChildNodes.Item(3).InnerText);
            float  scaleX = float.Parse(decoration.Item(i).ChildNodes.Item(4).InnerText);
            float  scaleY = float.Parse(decoration.Item(i).ChildNodes.Item(5).InnerText);
            float  scaleZ = float.Parse(decoration.Item(i).ChildNodes.Item(6).InnerText);
            float  rotate = float.Parse(decoration.Item(i).ChildNodes.Item(7).InnerText);

            var decorationObject = Resources.Load("Prefabs/Decorations/" + name) as GameObject;
            if (decorationObject == null)
            {
                Debug.LogError(name + "というオブジェクトが見つかりませんでした");
                continue;
            }
            var obj = Instantiate(decorationObject, new Vector3(posX, posY, posZ), Quaternion.identity, decorationParent.transform);
            obj.transform.localScale = new Vector3(scaleX, scaleY, scaleZ);
            obj.transform.Rotate(0, rotate, 0);
        }

        var changeZ = xmlDoc.GetElementsByTagName("ChangeZ");

        for (int i = 0; i < changeZ.Count; i++)
        {
            if (changeZ.Item(i).ChildNodes.Count < 3)
            {
                Debug.LogError("ChangeZが旧形式です。\n一つ目にconnectNum,二つ目にそのコネクトナンバー内で上から何番目(配列的数え方)か、三つ目に変更するzの量を書いてください");
            }
            else
            {
                var connectNum = int.Parse(changeZ.Item(i).ChildNodes.Item(0).InnerText);
                var num        = int.Parse(changeZ.Item(i).ChildNodes.Item(1).InnerText);
                var z          = float.Parse(changeZ.Item(i).ChildNodes.Item(2).InnerText);

                gimmicks[connectNum].parts[num].transform.position += new Vector3(0, 0, z);
            }
        }

        var changeRange = xmlDoc.GetElementsByTagName("ChangeRange");

        for (int i = 0; i < changeRange.Count; i++)
        {
            if (changeRange.Item(i).ChildNodes.Count < 3)
            {
                Debug.LogError("ChangeRangeが旧形式です。一つ目にconnectNum、二つ目にコネクトナンバー内のパーツで上から何番目(配列的数え方)か、三つ目に変更する値を入力してください");
            }
            else
            {
                var connectNum = int.Parse(changeRange.Item(i).ChildNodes.Item(0).InnerText);
                var num        = int.Parse(changeRange.Item(i).ChildNodes.Item(1).InnerText);

                Debug.Log(connectNum + ":" + num);
                var range = float.Parse(changeRange.Item(i).ChildNodes.Item(2).InnerText);
                if (gimmicks.ContainsKey(connectNum))
                {
                    Debug.Log(connectNum);
                }
                else
                {
                    Debug.Log("!" + connectNum);
                }
                if (gimmicks[connectNum].parts.Count < num)
                {
                    Debug.LogError("範囲外のnumを指定しています。<b>パーツの中で</b>何番目かなどを確認してください");
                }
                var part = gimmicks[connectNum].parts[num];

                Debug.Log(part);
                switch (part.thisType)
                {
                case Parts.PartsType.MoveHorizontalObj:
                    part.ChangeRange(range);
                    break;

                case Parts.PartsType.MoveVerticalObj:
                    part.MOVE_VIRTICAL_OBJ_RANGE = range;
                    part.ChangeRange(range);
                    break;

                case Parts.PartsType.MoveDepthObj:
                    part.MOVE_DEPTH_OBJ_RANGE = range;
                    part.ChangeRange(range);
                    break;

                case Parts.PartsType.MoveDepthObj_2:
                    part.MOVE_DEPTH_OBJ_RANGE = range;
                    part.ChangeRange(range);
                    break;

                default:
                    Debug.LogError(connectNum + "のコネクトナンバー内の" + num + "番目(配列的数え方)のパーツはChangeRnageの対象ではありません");
                    break;
                }
            }
        }

        var missGround = Resources.Load("Prefabs/StageFrames/missGround") as GameObject;
        var player     = Instantiate(Resources.Load("Prefabs/Systems/Player") as GameObject, new Vector3(int.Parse(xmlDoc.GetElementsByTagName("StartX").Item(0).InnerText), int.Parse(xmlDoc.GetElementsByTagName("StartY").Item(0).InnerText), -3.5f), Quaternion.identity, transform);

        Instantiate(Resources.Load("Prefabs/Systems/Camera") as GameObject, new Vector3(int.Parse(xmlDoc.GetElementsByTagName("StartX").Item(0).InnerText), int.Parse(xmlDoc.GetElementsByTagName("StartY").Item(0).InnerText), -10), Quaternion.identity, transform);

        //左側の壁
        var wallObject = Instantiate(wall, new Vector3(0, height / 2, 0), Quaternion.identity, transform);

        wallObject.transform.GetComponent <BoxCollider>().size = new Vector3(1, height + 1, 5);
        wallObject.transform.localScale = new Vector3(60, height + 100, 10);
        wallObject.transform.position  += new Vector3(-30, 0, 0);
        //wallObject.transform.GetChild(0).GetChild(0).transform.position = new Vector3(-30, height / 2, -5);
        //wallObject.transform.GetChild(0).GetChild(0).transform.GetComponent<RectTransform>().sizeDelta = new Vector2(6000, (height + 200) * 100);
        //wallObject.transform.GetChild(0).GetChild(1).transform.position = new Vector3(0, height / 2 - 50, -2.5f);
        //wallObject.transform.GetChild(0).GetChild(1).transform.GetComponent<RectTransform>().sizeDelta = new Vector2(100, (height + 200) * 100);

        //右側の壁
        wallObject = Instantiate(wall, new Vector3(width, height / 2, 0), Quaternion.identity, transform);
        wallObject.transform.GetComponent <BoxCollider>().size = new Vector3(1, height + 1, 5);
        wallObject.transform.localScale = new Vector3(60, height + 100, 10);
        wallObject.transform.position  += new Vector3(30, 0, 0);
        //wallObject.transform.GetChild(0).GetChild(0).transform.position = new Vector3(width + 30, height / 2, -5);
        //wallObject.transform.GetChild(0).GetChild(0).transform.GetComponent<RectTransform>().sizeDelta = new Vector2(6000, (height + 200) * 100);
        //wallObject.transform.GetChild(0).GetChild(1).transform.position = new Vector3(width, height / 2, -2.5f);
        //wallObject.transform.GetChild(0).GetChild(1).transform.GetComponent<RectTransform>().sizeDelta = new Vector2(100, (height + 200) * 100);

        //上側の壁
        wallObject = Instantiate(wall, new Vector3(width / 2, height, 0), Quaternion.identity, transform);
        wallObject.transform.GetComponent <BoxCollider>().size = new Vector3(width, 1, 5);
        wallObject.transform.localScale = new Vector3(width, 40, 10);
        wallObject.transform.position  += new Vector3(0, 30, 0);
        //wallObject.transform.GetChild(0).GetChild(0).transform.position = new Vector3(width / 2, height + 15, -5);
        //wallObject.transform.GetChild(0).GetChild(0).transform.GetComponent<RectTransform>().sizeDelta = new Vector2((width) * 100, 3000);
        //wallObject.transform.GetChild(0).GetChild(1).transform.position = new Vector3(width / 2, height, -2.5f);
        //wallObject.transform.GetChild(0).GetChild(1).transform.GetComponent<RectTransform>().sizeDelta = new Vector2(100, (width) * 100);
        //wallObject.transform.GetChild(0).GetChild(1).transform.Rotate(90, 0, 0);

        var missGroundObject = Instantiate(missGround, new Vector3(width / 2, -1, -1f), Quaternion.identity, transform);

        missGroundObject.transform.localScale = new Vector3(width + 10, 1, 1);
        //missGroundObject.transform.GetChild(0).GetChild(0).GetComponent<RectTransform>().sizeDelta = new Vector2(100, 1000);
        missGroundObject.transform.GetChild(0).transform.localPosition = new Vector3(0, 0, 0.5f);


        var backGround       = Resources.Load("Prefabs/StageFrames/StageBackGround") as GameObject;
        var backGroundObject = Instantiate(backGround, new Vector3(width / 2, height / 2 - 8, 1), Quaternion.identity, transform) as GameObject;

        backGroundObject.transform.GetChild(0).gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(width * 100 + 2000, height * 100 + 5000);
        backGroundObject.transform.GetChild(1).gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(width * 100 + 2000, height * 100 + 5000);
    }