void Start()
    {
        sprite = GetComponent <SpriteRenderer>();
        nebulaArcanumBullet = GetComponent <Player_Skill_NebulaArcanumBullet>();

        Color temp = sprite.color;

        temp.a       = appearingStartAlpha;
        sprite.color = temp;
    }
 private void FixedUpdate()
 {
     if (followingTarget != null)
     {
         transform.position = followingTarget.transform.position;
     }
     else
     {
         Destroy(gameObject);
     }
     if (!generatorWeaponData.isOnEnd())
     {
         if (!generatorWeaponData.isOnFire())
         {
             generatorWeaponData.countWeapon();
         }
         else
         {
             float bulletAngle    = Random.Range(0f, 360f);
             float bulletDistance = Random.Range(2.0f, 3.5f);
             Player_Skill_NebulaArcanumBullet bulletScript = Instantiate(bulletPrefab, transform.position + new Vector3(bulletDistance * Mathf.Cos(bulletAngle * Mathf.Deg2Rad), bulletDistance * Mathf.Sin(bulletAngle * Mathf.Deg2Rad), 0), Quaternion.identity).GetComponent <Player_Skill_NebulaArcanumBullet>();
             bulletScript.setUpBullet(bulletAngle + 180f, bulletDistance);
             bulletScript.putToStart();
             generatorWeaponData.Fire();
         }
     }
     else
     {
         if (endingTime > 0)
         {
             endingTime -= Time.fixedDeltaTime;
         }
         else
         {
             Destroy(gameObject);
         }
     }
 }