//弾丸強化実行
    protected virtual void BulletCustomExe(BulletController bulletCtrl, int customSystem, float effectValue)
    {
        switch (customSystem)
        {
        case CUSTOM_SYSTEM_DAMAGE:
            //ダメージアップ
            bulletCtrl.CustomDamage((int)effectValue);
            break;

        case CUSTOM_SYSTEM_TURN_SPEED:
            //旋回速度UP
            bulletCtrl.CustomTurnSpeed(effectValue);
            break;

        case CUSTOM_SYSTEM_COLLIDER:
            //判定拡大
            bulletCtrl.CustomCollider(effectValue);
            break;

        case CUSTOM_SYSTEM_ACTIVE_TIME:
            //ActiveTime
            bulletCtrl.CustomActiveTime(effectValue);
            break;

        case CUSTOM_SYSTEM_ACTIVE_DISTANCE:
            //ActiveDistance
            bulletCtrl.CustomActiveDistance(effectValue);
            break;

        case CUSTOM_SYSTEM_STUCK_TIME:
            //StuckTime
            bulletCtrl.CustomStuckTime(effectValue);
            break;

        case CUSTOM_SYSTEM_KNOCKBACK:
            //Knockback
            bulletCtrl.CustomKnockBack(effectValue);
            break;

        case CUSTOM_SYSTEM_HIT_EFFECT:
            //HitEffect
            bulletCtrl.CustomHitEffect(addObject);
            break;

        case CUSTOM_SYSTEM_BREAK_EFFECT:
            //BreakEffect
            bulletCtrl.CustomBreakEffect(addObject);
            break;

        case CUSTOM_SYSTEM_SPEED:
            //Speed
            bulletCtrl.CustomSpeed(effectValue);
            break;

        case CUSTOM_SYSTEM_SCALE:
            //Scale
            bulletCtrl.CustomScale(effectValue);
            break;

        case CUSTOM_SYSTEM_LOCK_TIME:
            //Scale
            bulletCtrl.CustomLockTime(effectValue);
            break;

        case CUSTOM_SYSTEM_LOCKED_SPEED_RATE:
            //Scale
            bulletCtrl.CustomLockedSpeedRate(effectValue);
            break;

        case CUSTOM_SYSTEM_LOCKED_TURN_RATE:
            //Scale
            bulletCtrl.CustomLockedTurnRate(effectValue);
            break;

        case CUSTOM_SYSTEM_PHYSICS_BREAK:
            bulletCtrl.CustomPhysicsBreak(effectValue == 1);
            break;

        case CUSTOM_SYSTEM_ENERGY_BREAK:
            bulletCtrl.CustomEnergyBreak(effectValue == 1);
            break;

        case CUSTOM_SYSTEM_HIT_BREAK:
            bulletCtrl.CustomHitBreak(effectValue == 1);
            break;

        case CUSTOM_SYSTEM_SAFETY_TIME:
            bulletCtrl.CustomSafetyTime(effectValue);
            break;

        case CUSTOM_SYSTEM_DEBUFF_ATTACK:
            //debuff:attack
            bulletCtrl.CustomDebuffAttack(effectValue);
            break;

        case CUSTOM_SYSTEM_DEBUFF_SP:
            //debuff:sp
            bulletCtrl.CustomDebuffSp(effectValue);
            break;

        case CUSTOM_SYSTEM_DEBUFF_AVOID:
            //debuff:avoid
            bulletCtrl.CustomDebuffAvoid(effectValue);
            break;

        case CUSTOM_SYSTEM_DEBUFF_SPEED:
            //debuff:speed
            bulletCtrl.CustomDebuffSpeed(effectValue);
            break;

        case CUSTOM_SYSTEM_DEBUFF_DEFENCE:
            //debuff:defence
            bulletCtrl.CustomDebuffDefence(effectValue);
            break;

        case CUSTOM_SYSTEM_DEBUFF_TIME:
            //debuff:time
            bulletCtrl.CustomDebuffTime(effectValue);
            break;
        }
    }