/// <summary>
    /// ピースを新しいものに入れ替える
    /// </summary>
    /// <param name="target"></param>
    /// <param name="id"></param>
    public void ReplacementPiece(Piece target, int id)
    {
        Debug.Log("StartReplace");

        //targetが配列中のどの要素なのか検索
        for (int i = 0; i < pieceArray.Length; i++)
        {
            Debug.Log(pieceArray[i].position + " " + target.position);

            if (pieceArray[i].position == target.position)
            {
                Vector2 position = target.transform.localPosition;

                pieceArray[i] = StageGenerator.EditPieceID(target, id);
                Destroy(target.gameObject);

                //設定
                pieceArray[i].noCollision = true;
                pieceArray[i].transform.SetParent(transform);
                pieceArray[i].GetComponent <BoxCollider2D>().enabled = false;
                pieceArray[i].transform.localPosition = position;

                Debug.Log("replace");

                return;
            }
        }
    }
    /// <summary>
    /// 挟まれた場合にidを通常ブロックと同じ4にする
    /// </summary>
    void Sandwiched(int id)
    {
        switch (id)
        {
        case 6:
            //遅延して実行
            StageGenerator.lateExecution += () => {
                //id = 4;
                //パーティクル削除
                ps.transform.SetParent(null);
                ParticleManager.ParticleDestroy(ps);

                //音再生
                AudioManager.Play(SEType.Cold, 1);

                //エフェクト発生
                ParticleManager.PlayOneShot(
                    ParticleType.ChangeBlockTemp,
                    transform.position,
                    Quaternion.identity,
                    2.0f);

                //判定がない = コンテナの中にいる
                if (noCollision)
                {
                    Player.currentPieceContainer.ReplacementPiece(this, 4);
                }
                else
                {
                    StageGenerator.EditPieceID(this, 4);
                }
            };
            break;

        default:
            break;
        }
    }