ダメージオブジェクト
 /// <summary>
 /// プレイヤにダメージを与える
 /// </summary>
 /// <param name="damage"></param>
 public void ApplyDamage(Damage damage)
 {
     if (onPlayerDamageSubject != null)
     {
         onPlayerDamageSubject.OnNext(damage);
     }
 }
        protected override void Hit(GameObject hitTarget)
        {
            var hitAttacker = hitTarget.GetComponent<IAttacker>();

            if (hitAttacker != null && hitAttacker.AttackerId == attacker.AttackerId)
            {
                return;
            }

            var damageable = hitTarget.GetComponent<IDamageable>();
            if (damageable == null) return;

            var dir = (hitTarget.transform.position - this.transform.position).normalized;
            //自分の現在速度をそのまま相手に伝える、速度が低すぎる場合はデフォルト値を伝える
            var targetPower = Mathf.Max(_power, mover.CurrentMoveVelocity.magnitude);

            //相手にぶつかった時
            var damage = new Damage(dir, targetPower, attacker);
            damageable.ApplyDamage(damage);

            //自分にもダメージ
            var myDamage = Mathf.Max(_power, targetPower / 2.0f);
            var damage2 = new Damage(-mover.CurrentMoveVelocity.normalized, myDamage, attacker);
            myPlayer.ApplyDamage(damage2);

            PlayEffect();
            PlayShotHit();
        }
        protected override void Hit(GameObject hitTarget)
        {
            var hitAttacker = hitTarget.GetComponent<IAttacker>();

            if (!IsHitToAttakcer && hitAttacker != null && hitAttacker.AttackerId == attacker.AttackerId)
            {
                return;
            }

            var damageable = hitTarget.GetComponent<IDamageable>();
            if (damageable != null)
            {
                var dir = transform.forward;
                var damage = new Damage(dir, _power, attacker);
                damageable.ApplyDamage(damage);
                PlayEffect();
                PlayShotHit();
            }
            
            Destroy(gameObject);
        }