//非同期処理群 #region //ショットの非同期処理 private IEnumerator ShootBulletAndDestroyCoroutine() { bShot = true; yield return(new WaitForSeconds(0.15f)); SoundManager.Instance.PlaySE(0); PlayerOM.ShotBullet(muzzleone.transform.position, player.transform.eulerAngles); bShot = false; }