private IEnumerator Charge_Shoot_Cor()
    {
        if (BeetlePowerManager.Instance.beetle_Power < essential_Power_In_Charge_Shoot)
        {
            yield break;
        }
        //パワー減らす
        BeetlePowerManager.Instance.Decrease(essential_Power_In_Charge_Shoot);
        //効果音
        player_SE.Play_Charge_Shoot_Sound();
        camera_Shake.Shake(0.25f, new Vector2(0, 1.2f), false);
        //ボム生成
        var bomb = Instantiate(charge_Shoot_Bomb);

        bomb.transform.position = transform.position;

        //ショット生成
        if (charge_Shoot_Obj.activeSelf)
        {
            yield break;
        }

        var obj = charge_Shoot_Obj;

        obj.transform.position = transform.position + new Vector3(transform.localScale.x * 128f, 0);
        obj.SetActive(true);
        ShootSystem[] shoots = obj.GetComponentsInChildren <ShootSystem>();
        StartCoroutine("Inactive_Charge_Shoot_Obj_Cor", obj);
        //ショット
        shoots[0].Shoot();
        yield return(new WaitForSeconds(1f / 14f));

        shoots[1].Shoot();
    }
    //敵と衝突時の処理
    private IEnumerator Do_Hit_Attack_Process()
    {
        float force = _controller.is_Landing ? 170f : 60f;                  //ノックバック

        _rigid.velocity = new Vector2(force * -transform.localScale.x, 20f);
        BeetlePowerManager.Instance.StartCoroutine("Increase_Cor", 25);     //緑パワーの増加
        player_SE.Play_Charge_Shoot_Sound();                                //効果音
        camera_Shake.Shake(0.25f, new Vector2(0, 1.2f), false);
        //ヒットストップ
        float tmp = Time.timeScale;

        Time.timeScale = 0.4f;
        yield return(new WaitForSeconds(0.05f));

        Time.timeScale = tmp;
    }
    private IEnumerator Charge_Shoot_Cor()
    {
        if (BeetlePowerManager.Instance.beetle_Power < essential_Power_In_Charge_Shoot)
        {
            yield break;
        }
        //パワー減らす
        BeetlePowerManager.Instance.Decrease(essential_Power_In_Charge_Shoot);
        //生成
        var obj = Instantiate(charge_Shoot_Obj);

        obj.transform.position = transform.position + new Vector3(transform.localScale.x * 128f, 0);
        ShootSystem[] shoots = obj.GetComponentsInChildren <ShootSystem>();

        player_SE.Play_Charge_Shoot_Sound();
        camera_Shake.Shake(0.25f, new Vector2(0, 1.2f), false);

        //ショット
        shoots[0].Shoot();
        yield return(new WaitForSeconds(1f / 14f));

        shoots[1].Shoot();
    }
    private IEnumerator Kick_Cor(Kind kind)
    {
        accept_Input = false;

        //入力受付後500フレーム以内にキック可能になればキック
        float loop_Count = 0;

        while (!_controller.can_Attack)
        {
            yield return(null);

            loop_Count++;
            if (loop_Count > 500)
            {
                accept_Input = true;
                yield break;
            }
        }

        //キック開始
        _controller.can_Attack = false;
        _controller.Set_Is_Playable(false);
        _controller.Change_Animation("KickBool");

        player_Body.Change_Collider_Size(new Vector2(10, 12), new Vector2(0, -6));
        player_SE.Play_Kick_Sound();

        if (kind == Kind.kick || kind == Kind.sliding)
        {
            kick_Collision.Make_Collider_Appear(false);
            StartCoroutine("Kicking_Cor");
        }
        else
        {
            kick_Collision.Make_Collider_Appear(true);
            player_SE.Play_Charge_Shoot_Sound();
            Quit_Charge(true);
            player_Body.Become_Invincible();
            StartCoroutine("Charge_Kicking_Cor");
        }

        yield return(new WaitUntil(End_Kick));

        //キック終了
        if (_controller.is_Landing)
        {
            _controller.Change_Animation("IdleBool");
        }
        else
        {
            _controller.Change_Animation("JumpBool");
        }

        _controller.Set_Is_Playable(true);
        kick_Collision.Make_Collider_Disappear();
        player_Body.Back_Default_Collider();

        if (kind == Kind.charge_Kick || kind == Kind.charge_Sliding)
        {
            player_Body.Release_Invincible();
        }

        _controller.can_Attack = true;
        accept_Input           = true;
    }