private void Update() { if (weaponed) { //銃の先からの方向を計算 Vector3 direction = this.transform.forward; RaycastHit hit; Ray ray = new Ray(transform.position + transform.forward, this.transform.forward); if (Physics.Raycast(ray, out hit, warpDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { pointer.VisibleChange(true); pointer.PositionChange(hit.point); if (warpTime > warpInterval) { pointer.AlphaChange(200); if (Input.GetMouseButtonDown(0)) { pointer.AlphaChange(0.1f); playerCS.GunWarp(hit.point); warpTime = 0; } } } else { pointer.VisibleChange(false); } } warpTime += Time.deltaTime; }