void GrenadeWeapon::fireMissile(float_t angle, float_t power, Vector2 playerLocation)
{
	Grenade *grenade = new Grenade();
	grenade->setDamage(20);
	grenade->setExplosionRadius(50);
	grenade->setGravity(.15);
	grenade->setNumberOfBounces(GRENADE_BOUNCES);
	grenade->setWidth(2);
	grenade->setHeight(2);
	grenade->setPosition(playerLocation.getX() + (grenade->getMissileRadius() + 50) * cos(angle / 180 * M_PI), playerLocation.getY() + (grenade->getMissileRadius() + 50) * sin(angle / 180 * M_PI));
	grenade->setVelocity(mMaxShotPower * power * cos(angle / 180 * M_PI), mMaxShotPower * power * sin(angle / 180 * M_PI));
	MissileManager::GetInstance()->AddMissile(grenade);
}
//グレネード生成
int CharacterScriptInterface::GrenadeGenerate( lua_State * l_)
{
	Character* character = static_cast< Character* >( lua_touserdata( l_, 1 ) );

	//printf("aaaa\n");
	float spx = lua_tonumber(l_, 2);
	float spy = lua_tonumber(l_, 3);

	float svx= lua_tonumber(l_, 4);
	float svy= lua_tonumber(l_, 5);
	float fs = lua_tonumber(l_, 6);

	int da = lua_tonumber(l_, 7);
	u32 ra = lua_tonumber(l_, 8);
	u32 cr = lua_tonumber(l_, 9);
	float bvx = lua_tonumber(l_, 10);
	float bvy = lua_tonumber(l_, 11);
 	u32 sf = lua_tonumber(l_, 12);
	int rbx = lua_tonumber(l_, 13);
	int rby = lua_tonumber(l_, 14);
	u32 rs = lua_tonumber(l_, 15);


	Grenade *gre;
	gre = new Grenade();
	gre->Initialize();
	gre->setGeneObjType(character->getObjType());

	gre->setPosition(LVector3(spx,spy,0));
	gre->setVelocity(LVector3(svx,svy,0));
	gre->setFallSpeed(fs);
	gre->setDirection(character->getDirection());
	gre->setAttackParam(da,ra,cr,LVector3(bvx,bvy,0),sf);
	gre->setRandBrow(rbx,rby);
	gre->setRandStun(rs);

	return 0;
}