// Update is called once per frame void Update() { mSpeed = Mathf.Min(mSpeed + kParam.NeutralAccel, kParam.NeutralHeadDegMax); // 当たり判定 RaycastHit2D hitResult = Physics2D.CircleCast(mPos, kParam.BodyRadius, Vector2.right, mSpeed * Time.deltaTime); if (hitResult.collider != null) { mPos = hitResult.centroid; } else { mPos.x += mSpeed * Time.deltaTime; } // 移動 transform.SetPositionAndRotation(mPos, Quaternion.identity); mFaceController.Update(mPos, mSpeed); }