private void Start()
    {
        float storeX = createPosition.transform.position.x;
        float storeZ = createPosition.transform.position.z;

        for (int i = 0; i < stageSize; i++)
        {
            for (int j = 0; j < stageSize; j++)
            {
                //ステージの生成と配列への格納
                stageArray[i, j] = Instantiate(stagePrefab,
                                               new Vector3(storeX + i + (i * betweenValue), 0, storeZ + j + (j * betweenValue)),
                                               Quaternion.identity, parentObject.transform);
                stageArray[i, j].name = "StageObject[" + i + "," + j + "]";
                stageArray[i, j].GetComponent <StageController>().GetSetArrayI = i;
                stageArray[i, j].GetComponent <StageController>().GetSetArrayJ = j;
            }
        }

        CharacterGenerator characterGenerator = gameObject.GetComponent <CharacterGenerator>();

        //ステージ生成時にキャラを2体生成する
        for (int i = 0; i < 2; i++)
        {
            int        random1 = Random.Range(0, stageSize);
            int        random2 = Random.Range(0, stageSize);
            GameObject instantCharacter;
            if (stageArray[random1, random2].GetComponent <StageController>().GetSetCharacterFlag != true)
            {
                instantCharacter = characterGenerator.CharacterCreate(stageArray[random1, random2]);        //生成したキャラ
                stageArray[random1, random2].GetComponent <StageController>().GetSetCharacterFlag = true;   //Stageのキャラフラグをtrueに
            }
            else
            {
                i = 0;
                continue;   //かぶっていた場合は再起処理
            }

            stageArray[random1, random2].GetComponent <StageController>().GetSetCharacter = instantCharacter;             //ステージにキャラの情報を渡す
            instantCharacter.GetComponent <CharaController>().GetSetAssignedObject        = stageArray[random1, random2]; //生成されたキャラにステージ情報を渡す
            instantCharacter.GetComponent <CharaController>().GetSetStageGeneratorObject  = this.gameObject;
        }
    }