private void ShotBullet(PlayerBulletBase bullet) { var front = GetPlayerShipFront(); //自機の回転からQuaternionを取得 var playerTransform = transform; var playerQuaternion = Quaternion.Euler(playerTransform.eulerAngles); var offsetResult = playerQuaternion * bulletSpawnOffset; var p = playerTransform.position + (front * Time.deltaTime) + offsetResult; var r = playerTransform.rotation; bullet.SpawnBullet(p, r); }