public void MovementUpdate()
        {
            if (isHiding && time > jumpInterval)
            {
                isHiding           = false;
                isAttacking        = true;
                turret.isBeingUsed = true;
                turret.Inicialize();
                time            = 0;
                turret.isActive = true;
                // stageのListに追加してない(character完結のturretの実験)ので手動で。
            }

            if (isAttacking)
            {
                turret.Update();
            }

            if (!isHiding && time > jumpInterval)
            {
                isHiding           = true;
                isAttacking        = false;
                turret.isBeingUsed = false;
                time = 0;
            }

            RoundTripMotion(defPos, moveDistance, defSpeed);
            time++;
        }
        private void AttackWithThunder()
        {
            // Kirby2のダークマターが出すアレのイメージ、直線的なもの.(稲妻の演出はEffectやアニメーションでやる)
            if (isStartingAttack)
            {
                isStartingAttack           = false;
                thunderTurret.isBeingUsed  = true;
                thunderTurret.isEnd        = false;
                thunderTurret2.isBeingUsed = true;
                thunderTurret2.isEnd       = false;
                thunderTurret.Inicialize();
                thunderTurret2.Inicialize();

                thunderTurret2.position = thunderTurret.position + new Vector2(-300, 0);
            }
            thunderTurret.Update();
            if (counter > 20)
            {
                thunderTurret2.Update();
            }

            if (thunderTurret2.isEnd || counter > 180)
            {
                thunderTurret.isBeingUsed  = false;
                thunderTurret2.isBeingUsed = false;
                isAttacking   = false;
                isWaiting     = true;
                attackCounter = 0;
                counter       = 0;

                isEnds[1] = true;
            }
            counter++;
        }
        private void AttackWithThunder2()
        {
            if (isStartingAttack)
            {
                isStartingAttack = false;
                thunderTurret8Way.isBeingUsed = true;
                thunderTurret8Way.isEnd       = false;
                thunderTurret8Way.Inicialize();
            }

            if (thunderTurret8Way.isEnd || counter > 1500)
            {
                thunderTurret8Way.isBeingUsed = false;
                isAttacking   = false;
                isWaiting     = true;
                attackCounter = 0;
                counter       = 0;

                isEnds[2] = true;
            }
            counter++;
        }