//ミサイル発射 public IEnumerator ShotMissile() { if (Targetting != null) { Targetting.GetComponent <MeshRenderer>().enabled = false; } if (!missileShotting && StageManager.Instance.AbleShoot()) { //ロックオン数の数だけミサイル発射 if (lockNum > 0) { for (int i = 0; i < lockNum; i++) { missileShotting = true; targetObj = queueENemy.Dequeue(); if (targetObj != null) { SoundManager.Instance.PlaySE(4); PlayerOM.ShotMissile(muzzleone.transform.position, player.transform.eulerAngles, targetObj); } targetObj = null; yield return(new WaitForSeconds(0.1f)); } lockNum = 0; missileShotting = false; } } }