void laserFlying()
    {
        bulletlogic bulletEnable = gameObject.GetComponent <bulletlogic>();

        bulletEnable.doDamage = true;
        StartCoroutine(endAfterShot());
    }
    void laserEnd()
    {
        bulletlogic bulletEnable = gameObject.GetComponent <bulletlogic>();

        bulletEnable.doDamage = false;
        destroyAfterAni("end");
    }
//	void setSpriteDirection(Direction direction){
//
//		if(direction == Direction.left || direction == Direction.right){
//			//Debug.Log ("横向子弹");
//			transform.rotation = Quaternion.identity;
//		}
//		else{
//			transform.rotation = Quaternion.identity;
//			transform.Rotate(0,0,90);
//		}
//	}

    void laserPre()
    {
        bulletlogic bulletEnable = gameObject.GetComponent <bulletlogic>();

        bulletEnable.doDamage = false;
        StartCoroutine(shotAfterPre());
    }