public static EffectGunFIreSub CreateObject(Vector3 current, Vector3 target, CharacterDirection dir)
        {
            //var obj = GameObject.Instantiate(ResourceInformation.Effect.transform.FindChild("GunFire").gameObject);
            //obj.transform.SetParent(ResourceInformation.Effect.transform, false);
            //EffectGunFIreSub d = obj.AddComponent<EffectGunFIreSub>();
            //obj.transform.localEulerAngles = CommonFunction.EulerAngles[dir];
            EffectGunFIreSub d = GetGameObject <EffectGunFIreSub>(false, "GunFireSub", ResourceInformation.Effect.transform);

            d.Parent.transform.localEulerAngles = CommonFunction.EulerAngles[dir];

            d.Direction = dir;

            //目標位置の取得
            d.TargetPoint = target;

            //現在位置の取得
            d.Parent.transform.localPosition = current;

            //発射位置を多少ずらすS
            float loc = (float)UnityEngine.Random.Range(-30, 30) / 100;

            d.Parent.transform.localPosition += new Vector3(loc, 0, 0);

            return(d);
        }
 private void Update()
 {
     if (time > wait)
     {
         //終了
         EffectDamage d = EffectDamage.CreateObject(Target);
         Target = null;
         d.SetText(Damage, atst);
         d.Play();
         End();
     }
     else if (time % interval == 0)
     {
         EffectGunFIreSub.CreateObject(current, TargetPoint, this.Direction).Play();
     }
     time++;
 }