    //Oe𒣂B
    //gpO[oϐFListMirrors, x0Mirrors, y0Mirrors, Ang0Mirrors
    //o̓O[oϐFȂB
    task TCreateOuterShot
(ID, v, nWay, Img, time, light)

    {        
        light *= time[0];			//ʂɎԕ␳^B

        //xeƎ
        loop(time[1] / time[0])
        {
            ascent(j in 0..nWay)
            {
                let X = [ x0Mirrors[ID], y0Mirrors[ID] ];
                let AngMirror = Ang0Mirrors[ID];
                let Ang = AngMirror - 180 / nWay * j + rand(-90 / nWay, 90 / nWay);	//p + nWayp + Ӑ}Iu
                TCreateWarningShot(X, v, Ang, Img, light);
            }
            wait(time[0]);
        }

        //Oe(Up)
        loop
        {
            ascent(j in 0..nWay)
            {
                let AngMirror = Ang0Mirrors[ID];
                let Ang = AngMirror - 180 / nWay * j + rand(-90 / nWay, 90 / nWay);	//p + nWayp + Ӑ}Iu
                CreateShot01(x0Mirrors[ID], y0Mirrors[ID], v, Ang, Img, light);
            }
            wait(time[0]);
        }
    }


    task TCreateWarningShot(X, v, Ang, Img, time)	//OexeBE蔻ȂB
    {
        let obj = Obj_Create(OBJ_SHOT);
        Obj_SetPosition(obj, X[0], X[1]);
        Obj_SetSpeed(obj, v);
        Obj_SetAngle(obj, Ang);
        ObjShot_SetGraphic(obj, Img);
        ObjShot_SetDelay(obj, time);
        Obj_SetCollisionToPlayer(obj, false);
        Obj_SetAlpha(obj, 128);
    }
