// Update is called once per frame
    void Update()
    {
        if (m_sceneMain.IsGamePlay() == false)
        {
            return;
        }
        Vector3 vector = SceneMain.GetInput(m_initData.playerNo);

        rigidbody.velocity = vector * m_speed;

        // 歩行音を鳴らす
        if (rigidbody.velocity.sqrMagnitude > 0F)
        {
            walkSEObj.enabled = true;
        }
        else
        {
            walkSEObj.enabled = false;
        }

        // 移動した方向を向く
        if (rigidbody.velocity.magnitude > 0.01f)                                       //ベクトルの長さが0.01fより大きい場合にプレイヤーの向きを変える処理を入れる(0では入れないので)
        {
            detective.transform.rotation = Quaternion.LookRotation(rigidbody.velocity); //ベクトルの情報をQuaternion.LookRotationに引き渡し回転量を取得しプレイヤーを回転させる
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (m_sceneMain.IsGamePlay() == false)
        {
            return;
        }
        switch (m_state)
        {
        case eState.Normal:
            Move();
            break;

        case eState.Stan:
            m_stanTime -= Time.deltaTime;

            if (m_stanTime <= 0.0f)
            {
                // エフェクトを消す
                GameObject.Destroy(m_stunEffect);
                m_stunEffect = null;
                // 復活モーション
                m_animator.SetTrigger("pop");
                // どこかにワープ
                var     random = new System.Random();
                var     rand   = random.Next(0, m_sceneMain.TresurePosDatas.Length);
                Vector3 pos    = m_sceneMain.TresurePosDatas[rand].m_pos;
                pos.x += 1.0f;
                pos.y  = 1.0f;
                transform.position   = pos;
                m_rigidbody.velocity = Vector3.zero;
                m_state = eState.Normal;
                // 音を停止
                m_audio.Stop();
            }
            break;
        }
    }