public void ShootBolt1_Stop()
    {
        ifStopBolt1 = true;

        foreach (GameObject shotObj in shotObjs_Bolt1)
        {
            if (!shotObj.activeSelf)
            {
                break;
            }
            else
            {
                Bolt1_SubBossShootCross  crossBoltObj  = new Bolt1_SubBossShootCross();
                RotateAndShootTest       rotateBoltObj = new RotateAndShootTest();
                Bolt1_SubBoltMoveToStart subBoltMove   = new Bolt1_SubBoltMoveToStart();

                if ((crossBoltObj = shotObj.GetComponent <Bolt1_SubBossShootCross>()) != null)
                {
                    crossBoltObj.StopShooting();
                }

                if ((rotateBoltObj = shotObj.GetComponentInChildren <RotateAndShootTest>()) != null)
                {
                    rotateBoltObj.ifCanShoot = false;
                }

                if ((subBoltMove = shotObj.GetComponent <Bolt1_SubBoltMoveToStart>()) != null)
                {
                    shotObj.GetComponent <Bolt1_SubBoltMoveToStart>().HideAndDestroy();
                }
            }
        }
    }
    public void ShootBolt2_Stop()
    {
        ifStopBolt2 = true;

        foreach (GameObject shotObj in movingQueen_Bolt2)
        {
            if (!shotObj.activeSelf)
            {
                break;
            }
            else
            {
                Bolt1_SubBossShootCross  crossBoltObj = new Bolt1_SubBossShootCross();
                Bolt1_SubBoltMoveToStart subBoltMove  = new Bolt1_SubBoltMoveToStart();
                if ((crossBoltObj = shotObj.GetComponent <Bolt1_SubBossShootCross>()) != null)
                {
                    crossBoltObj.StopShooting();
                }
                if ((subBoltMove = shotObj.GetComponent <Bolt1_SubBoltMoveToStart>()) != null)
                {
                    subBoltMove.HideAndDestroy();
                }
            }
        }

        foreach (GameObject shotObj in vertexes_Bolt2)
        {
            if (!shotObj.activeSelf)
            {
                break;
            }
            else
            {
                shotObj.SetActive(false);
            }
        }
    }