private void ApplyStickPosition(Vector2 stickPos)
        {
            var pos = new Vector2(
                stickPos.x * (ReverseGamepadStickLeanHorizontal ? -1f : 1f),
                stickPos.y * (ReverseGamepadStickLeanVertical ? -1f : 1f)
                );

            _rawStickPos = pos;
            _gamePad.SetHorizontalPosition(pos);

            (_rawLeftPos, _rawLeftRot)   = _gamePad.GetLeftHand();
            (_rawRightPos, _rawRightRot) = _gamePad.GetRightHand();
        }
        public override void Update()
        {
            UpdateButtonDownYOffset();
            _timeJitter.Update(Time.deltaTime, _waitingBody.Phase);
            _inputJitter.Update(Time.deltaTime);

            //とりあえずLerp
            _filterStickPos = Vector2.Lerp(_filterStickPos, _rawStickPos, SpeedFactor * Time.deltaTime);

            //いろいろな理由で後処理が載るのを計算: ただし手が乗っかってないとリセットされていく
            if (HandIsOnController)
            {
                _posOffset =
                    _setting.imageBasedBodyMotion.BodyIkOffset * BodyMotionToGamepadPosApplyFactor +
                    _posOffsetScale * (
                        Vector3.up * _offsetY +
                        _timeJitter.PosOffset +
                        _inputJitter.PosOffset
                        );

                _rotOffset = _timeJitter.Rotation * _inputJitter.Rotation;
            }
            else
            {
                _posOffset = Vector3.Lerp(_posOffset, Vector3.zero, OffsetResetLerpFactor * Time.deltaTime);
                _rotOffset = Quaternion.Slerp(_rotOffset, Quaternion.identity, OffsetResetLerpFactor * Time.deltaTime);
            }


            //フィルタリングとオフセットを考慮してゲームパッドの位置自体を調整
            _gamePad.SetFilteredPositionAndRotation(_filterStickPos, _posOffset, _rotOffset);

            //調整後のコントローラ位置に合わせて手を持っていく
            var(leftPos, leftRot)   = _gamePad.GetLeftHand();
            var(rightPos, rightRot) = _gamePad.GetRightHand();
            _leftHand.Position      = leftPos;
            _leftHand.Rotation      = leftRot;
            _rightHand.Position     = rightPos;
            _rightHand.Rotation     = rightRot;
        }