public void Update()
        {
            //ユーザー入力情報の取得
            GetUserInput();

            //State別処理
            switch (state)
            {
            case State.Idle:
                break;

            case State.Play:

                #region 移動
                moveDir = new Vector2(horizontalInput, verticalInput);
                if (moveDir.magnitude > 1f)
                {
                    moveDir = moveDir.normalized;
                }

                transform.Translate(Time.deltaTime * moveDir * moveSpeed * SlowSpeed, Space.World);

                var arrowDir = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
                var angle    = Mathf.Atan2(arrowDir.y, arrowDir.x) * Mathf.Rad2Deg;
                attackOrigin.transform.eulerAngles = new Vector3(0f, 0f, angle);
                #endregion 移動

                #region ロックオン

                //ロックオンボタンでロックオンする敵を更新
                if (lockOnInput)
                {
                    lockOnEnemy = LockOn();
                }

                //敵がいなかったら元に戻す
                if (lockOnEnemy == null)
                {
                    dirHelper.position = defaultDirHelper.position;
                    cursor.SetNormalColor();
                    targetSprite.enabled = false;
                }

                //敵がいたらそこにロックオン設定する
                else
                {
                    dirHelper.position = lockOnEnemy.transform.position;
                    cursor.SetLockOnColor();
                    target.position      = lockOnEnemy.transform.position;
                    targetSprite.enabled = true;
                }

                #endregion ロックオン

                #region 攻撃

                DebugExtension.DrawCircle(attackOrigin.position, attackRadius, Color.green);
                if (leftHandAttackInput && leftGage > MIN_ATTACK_GAGE)
                {
                    animator.SetTrigger("LeftAttack");
                    Attack(WhichHand.Left);
                }
                if (rightHandAttackInput && rightGage > MIN_ATTACK_GAGE)
                {
                    animator.SetTrigger("RightAttack");
                    Attack(WhichHand.Right);
                }
                #endregion 攻撃

                //ゲージUP
                GageUP();

                //死んだら状態をDeadに
                if (HP <= 0)
                {
                    state = State.Dead;
                }

                break;

            case State.Attacked:
                if (rigidbody2D.velocity.magnitude < Vector2.one.magnitude)
                {
                    state = State.Play;
                }
                break;

            case State.Dead:

                //ゲームオーバーへ移行
                if (rigidbody2D.velocity.magnitude < Vector2.one.magnitude)
                {
                    Instantiate(exprPrefab, transform.position, Quaternion.identity);
                    GetComponentsInChildren <SpriteRenderer>().ToList().ForEach(s => { s.enabled = false; });
                    GetComponentsInChildren <Collider2D>().ToList().ForEach(s => { s.enabled = false; });
                    Invoke("LoadGameOverScene", 3f);
                    state = State.Idle;
                }
                break;

            default:
                state = State.Play;
                break;
            }
        }