//PosMove
    static private UpdateGameObjectProcess PosMoveUpdate(UpdateGameObjectProcessState mine, UpdateGameObject updateGameObject)
    {
        if (updateGameObject.GetTimeCounter().measure(Time.deltaTime, updateGameObject.GetTimeRegulation()))
        {
            t13.UnityUtil.ObjectInFluctUpdatePosX(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(0),
                updateGameObject.GetEndVec3().x,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation()
                );

            t13.UnityUtil.ObjectInFluctUpdatePosY(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(1),
                updateGameObject.GetEndVec3().y,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation()
                );

            t13.UnityUtil.ObjectInFluctUpdatePosZ(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(2),
                updateGameObject.GetEndVec3().z,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation()
                );

            return(UpdateGameObjectProcess.None);
        }
        else
        {
            t13.UnityUtil.ObjectInFluctUpdatePosX(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(0),
                updateGameObject.GetEndVec3().x,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation()
                );

            t13.UnityUtil.ObjectInFluctUpdatePosY(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(1),
                updateGameObject.GetEndVec3().y,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation()
                );

            t13.UnityUtil.ObjectInFluctUpdatePosZ(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(2),
                updateGameObject.GetEndVec3().z,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation()
                );
        }

        return(mine.state_);
    }
    //RotMove
    static private UpdateGameObjectProcess RotMoveUpdate(UpdateGameObjectProcessState mine, UpdateGameObject updateGameObject)
    {
        if (updateGameObject.GetTimeCounter().measure(Time.deltaTime, updateGameObject.GetTimeRegulation()))
        {
            t13.UnityUtil.ObjectInFluctUpdateRotX(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(0),
                updateGameObject.GetEndVec3().x,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation(),
                updateGameObject.addEulerVec3_.x
                );

            t13.UnityUtil.ObjectInFluctUpdateRotY(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(1),
                updateGameObject.GetEndVec3().y,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation(),
                updateGameObject.addEulerVec3_.y
                );

            t13.UnityUtil.ObjectInFluctUpdateRotZ(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(2),
                updateGameObject.GetEndVec3().z,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation(),
                updateGameObject.addEulerVec3_.z
                );

            updateGameObject.addEulerVec3_.x = updateGameObject.transform.localRotation.eulerAngles.x;
            updateGameObject.addEulerVec3_.y = updateGameObject.transform.localRotation.eulerAngles.y;
            updateGameObject.addEulerVec3_.z = updateGameObject.transform.localRotation.eulerAngles.z;

            return(UpdateGameObjectProcess.None);
        }
        else
        {
            t13.UnityUtil.ObjectInFluctUpdateRotX(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(0),
                updateGameObject.GetEndVec3().x,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation(),
                updateGameObject.addEulerVec3_.x
                );

            t13.UnityUtil.ObjectInFluctUpdateRotY(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(1),
                updateGameObject.GetEndVec3().y,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation(),
                updateGameObject.addEulerVec3_.y
                );

            t13.UnityUtil.ObjectInFluctUpdateRotZ(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(2),
                updateGameObject.GetEndVec3().z,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation(),
                updateGameObject.addEulerVec3_.z
                );
        }

        return(mine.state_);
    }
 //None
 static private UpdateGameObjectProcess NoneUpdate(UpdateGameObjectProcessState mine, UpdateGameObject updateGameObject)
 {
     return(mine.state_);
 }