void RayCheck() { RaycastHit _hit; Ray _ray; Vector3 _pos = Vector3.zero; //プレイヤーがいない、もしくはカメラだけで動く状態なら、中心にRayを飛ばす if (_player == null || _cameraMove.LockCheck() == true) { _ray = new Ray(transform.position + new Vector3(0, 0, 0), transform.forward); } else { _pos = new Vector3(_player.transform.position.x, _player.transform.position.y + 1, _player.transform.position.z); _ray = new Ray(transform.position + new Vector3(0, 0, 0), _pos - this.transform.position); } //#if UNITY_EDITOR if (Physics.SphereCast(_ray, 2, out _hit, 100)) { Debug.DrawLine(_ray.origin, _hit.point, Color.red); } //#endif if (_hit.collider != null && _hit.collider.tag == "StageObje") { _stageObj = _hit.collider.gameObject; MatChenge(_stageObj, 0.5f); } else { _stageObj = null; } }