IEnumerator WaitAndDamaged(int point, Damage.Type type, float delaySec)
    {
        yield return(new WaitForSeconds(delaySec));

        HP = HP - point;
        damageNumber.Set(point, type);
        hpGauge.SetPercent((float)HP / MaxHP);
        animator.SetBool(flagNameIsDamaged, true);
    }