// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     // スクリプトを取得していない場合には取得する
     if (oiuchiCol == null)
     {
         oiuchiCol = animator.gameObject.GetComponent <E_RevAtk>();
         Debug.Log(oiuchiCol);
     }
 }
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     // スクリプトを取得していない場合には取得する
     if (kumiuchiCol == null)
     {
         kumiuchiCol = animator.gameObject.GetComponent <E_RevAtk>();
         e_Input     = animator.gameObject.GetComponent <E_Input>();
     }
     kumiuchiCol.KumiuchiColON();
     e_Input.e_Parrycollider.enabled = false;
 }