// プレイヤーを注視
    protected void LookPlayer(float rotateLimit)
    {
        GameObject player = GameController.Instance.playerObj;
        float      angle  = UtilityFunction.GetToAngle(enemy.transform.position, player.transform.position) * Mathf.Rad2Deg;

        enemy.transform.rotation = Quaternion.RotateTowards(enemy.transform.rotation, Quaternion.Euler(0.0f, 0.0f, angle - 90), rotateLimit);
    }
    // プレイヤーまでの角度Quaternion
    protected Quaternion LookPlayerQuat(Vector3 basePos)
    {
        GameObject player = GameController.Instance.playerObj;
        float      angle  = UtilityFunction.GetToAngle(basePos, player.transform.position) * Mathf.Rad2Deg;

        return(Quaternion.Euler(0.0f, 0.0f, angle - 90));
    }
    // プレイヤーまでの角度算出(指定座標から)
    protected float LookPlayer(Vector3 pos)
    {
        GameObject player = GameController.Instance.playerObj;

        return(UtilityFunction.GetToAngle(pos, player.transform.position) * Mathf.Rad2Deg - 90.0f);
    }