public override void ObjUpdate() { base.ObjUpdate(); if (!isStart) { return; } moveTime += Time.deltaTime; float rate = moveTime / maxTime; Vector3 pos = startPos + (targetPos - startPos) * (rate); pos.y = GameCommon.JumpFormula(distance * rate, distance, distance * 0.3f, startPos.y); this.transform.position = pos; if (moveTime > maxTime) { state = enObjState.die; Bomb(); } rotation += 360 * Time.deltaTime; transform.rotation = Quaternion.Euler(rotation, 0, 0); }