/// <summary>
    /// 耐久値を減らす
    /// </summary>
    /// <param name="power"></param>
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.tag == "Ball")
        {
            m_CurrentEndurance -= collision.gameObject.GetComponent <BallController>().GetPowor();

            // 耐久値が0以下なら破壊
            if (m_CurrentEndurance <= 0)
            {
                m_isDead = true;
                MainSystem.AddScore(m_Zonbie.GetScore());

                GetComponent <BoxCollider>().enabled  = false;
                GetComponent <NavMeshAgent>().enabled = false;

                // 血痕生成
                var pos = transform.position;
                pos.y = BLOOD_POSITION_Y;
                Instantiate(m_listBloodPrefabs[Random.Range(0, m_listBloodPrefabs.Count)], pos, Quaternion.identity, m_Bloods);
                if (m_Bloods.childCount > 100)
                {
                    Destroy(m_Bloods.GetChild(0).gameObject);
                }

                // パーティクル動作
                transform.GetChild(0).GetComponent <ParticleSystem>().Play();

                Destroy(transform.GetChild(1).gameObject);
                Destroy(gameObject, 1.0f);

                if (!MainSystem.m_isGameOver)
                {
                    SEManager.Instance.Play(SEPath.ATTACK);
                }
            }
        }
    }