// Start is called before the first frame update
    void Start()
    {
        //       BulletCount = GetComponent<BulletFish>().ID;

        BulletFish script = BulletFish.GetComponent <BulletFish>();

        r = script.radius;
    }
    // Update is called once per frame
    void Update()
    {
        UnityEngine.Debug.Log(BulletCount);
        angle = BulletCount * (360 / BulletF_MAX);
        float Rad = angle * Mathf.Deg2Rad * Time.time;

        if (BulletCount == 0)//1つ目
        {
            float   posx    = Mathf.Cos(Rad) * r;
            float   posy    = Mathf.Sin(Rad) * r;
            Vector3 new_pos = player.transform.position;
            new_pos.x += posx;
            new_pos.y += posy;

            // 複製を作る
            Tama[BulletCount] = Instantiate(BulletFish, new Vector3(new_pos.x, new_pos.y), Quaternion.identity);
            Tama[BulletCount].transform.parent = transform;

            BulletFish script = Tama[BulletCount].GetComponent <BulletFish>();
            script.ID = BulletCount;

            BulletCount++;
        }

        // このifはアイテムをとった場合をテストするためのコード
        if (BulletCount == 1 && Input.GetKey(KeyCode.Z))//2つ目
        {
            float   posx    = Mathf.Cos(Rad) * r;
            float   posy    = Mathf.Sin(Rad) * r;
            Vector3 new_pos = player.transform.position;
            new_pos.x += posx;
            new_pos.y += posy;

            // 複製を作る
            Tama[BulletCount] = Instantiate(BulletFish, new Vector3(new_pos.x, new_pos.y), Quaternion.identity);
            Tama[BulletCount].transform.parent = transform;

            BulletFish script = Tama[BulletCount].GetComponent <BulletFish>();
            script.ID = BulletCount;

            BulletCount++;
        }
        if (BulletCount == 2 && Input.GetKey(KeyCode.A))//3つ目
        {
            float   posx    = Mathf.Cos(Rad) * r;
            float   posy    = Mathf.Sin(Rad) * r;
            Vector3 new_pos = player.transform.position;
            new_pos.x += posx;
            new_pos.y += posy;

            // 複製を作る
            Tama[BulletCount] = Instantiate(BulletFish, new Vector3(new_pos.x, new_pos.y), Quaternion.identity);
            Tama[BulletCount].transform.parent = transform;

            BulletFish script = Tama[BulletCount].GetComponent <BulletFish>();
            script.ID = BulletCount;

            BulletCount++;
        }
        if (BulletCount == 3 && Input.GetKey(KeyCode.Q))//4つ目
        {
            float   posx    = Mathf.Cos(Rad) * r;
            float   posy    = Mathf.Sin(Rad) * r;
            Vector3 new_pos = player.transform.position;
            new_pos.x += posx;
            new_pos.y += posy;

            // 複製を作る
            Tama[BulletCount] = Instantiate(BulletFish, new Vector3(new_pos.x, new_pos.y), Quaternion.identity);
            Tama[BulletCount].transform.parent = transform;

            BulletFish script = Tama[BulletCount].GetComponent <BulletFish>();
            script.ID = BulletCount;

            BulletCount++;
        }
        if (BulletCount == 4 && Input.GetKey(KeyCode.X))//5つ目
        {
            float   posx    = Mathf.Cos(Rad) * r;
            float   posy    = Mathf.Sin(Rad) * r;
            Vector3 new_pos = player.transform.position;
            new_pos.x += posx;
            new_pos.y += posy;

            // 複製を作る
            Tama[BulletCount] = Instantiate(BulletFish, new Vector3(new_pos.x, new_pos.y), Quaternion.identity);
            Tama[BulletCount].transform.parent = transform;

            BulletFish script = Tama[BulletCount].GetComponent <BulletFish>();
            script.ID = BulletCount;

            BulletCount++;
        }
        //中地先生のコード
        //if (BulletCount < BulletF_MAX)
        //{
        //    float posx = Mathf.Cos(Rad) * r;
        //    float posy = Mathf.Sin(Rad) * r;
        //    new_pos = player.transform.position;
        //    new_pos.x += posx;
        //    new_pos.y += posy;
        //    GameObject Bullet_Fish = Instantiate(Tama[i], new Vector3(new_pos.x, new_pos.y), Quaternion.identity);
        //    BulletCount++;
        //}
    }