// Use this for initialization
 void Start()
 {
     playerPosition_p   = playerPosition.During;
     canMoving          = true;
     playerStatus_p     = playerStatus.Stand;
     playerMovingType_p = playerMovingType.Stop;
 }
    void InputPlayer()
    {
        if (InputMgr.vertical >= 0.7f || InputMgr.vertical <= -0.7f)
        {
            if (InputMgr.vertical > 0.0f && canMoving == true)
            {
                canMoving = false;
                switch (playerPosition_p)
                {
                case playerPosition.Before:
                    playerPosition_p   = playerPosition.Before;
                    playerMovingType_p = playerMovingType.Up;
                    break;

                case playerPosition.During:
                    playerPosition_p   = playerPosition.Before;
                    playerMovingType_p = playerMovingType.Up;
                    break;

                case playerPosition.After:
                    playerPosition_p   = playerPosition.During;
                    playerMovingType_p = playerMovingType.Up;
                    break;
                }
                playerStatus_p = playerStatus.Moving;
            }
            else if (InputMgr.vertical < 0.0f && canMoving == true)
            {
                canMoving = false;
                switch (playerPosition_p)
                {
                case playerPosition.Before:
                    playerPosition_p   = playerPosition.During;
                    playerMovingType_p = playerMovingType.Down;
                    break;

                case playerPosition.During:
                    playerPosition_p   = playerPosition.After;
                    playerMovingType_p = playerMovingType.Down;
                    break;

                case playerPosition.After:
                    playerPosition_p   = playerPosition.After;
                    playerMovingType_p = playerMovingType.Down;
                    break;
                }
                playerStatus_p = playerStatus.Moving;
            }
        }
        if (InputMgr.horizontal != 0.0f)
        {
            transform.position += transform.right * InputMgr.horizontal * Time.deltaTime * speed;
            playerStatus_p      = playerStatus.Moving;
        }
        if (InputMgr.vertical == 0.0f && InputMgr.horizontal == 0.0f)
        {
            playerStatus_p = playerStatus.Stand;
        }
    }
 void PlayerMovingZ()
 {
     if (canMoving == false)
     {
         if (this.gameObject.transform.position.z == playerTargetZ)
         {
             playerMovingType_p = playerMovingType.Stop;
             canMoving          = true;
         }
         else
         {
             if (playerMovingType_p == playerMovingType.Up)
             {
                 transform.position += transform.forward * Time.deltaTime * speed;
                 if (this.gameObject.transform.position.z > playerTargetZ)
                 {
                     Vector3 pos = transform.position;
                     pos.z = playerTargetZ;
                     transform.position = pos;
                 }
             }
             else if (playerMovingType_p == playerMovingType.Down)
             {
                 transform.position += transform.forward * Time.deltaTime * -speed;
                 if (this.gameObject.transform.position.z < playerTargetZ)
                 {
                     Vector3 pos = transform.position;
                     pos.z = playerTargetZ;
                     transform.position = pos;
                 }
             }
             if (playerPosition_p == playerPosition.During && this.gameObject.transform.position.z == 0.0f)
             {
                 playerMovingType_p = playerMovingType.Stop;
                 canMoving          = true;
             }
             else if (playerPosition_p == playerPosition.Before && this.gameObject.transform.position.z == 1.0f)
             {
                 playerMovingType_p = playerMovingType.Stop;
                 canMoving          = true;
             }
             else if (playerPosition_p == playerPosition.After && this.gameObject.transform.position.z == -1.0f)
             {
                 playerMovingType_p = playerMovingType.Stop;
                 canMoving          = true;
             }
         }
     }
 }