public void blesser(int valeurDegats, GameObject sourceDegats, float facteurRecule)
    {
        deplacement.AttaqueInteromput();
        deplacement.UnlockPrincesse();
        anim.Play("hurt");
        sm.playOneShot(PrincesseInpact, Random.Range(0.1f, 0.3f), Random.Range(0.9f, 1.0f));

        if (CanPlaySonHurt)
        {
            CanPlaySonHurt = false;
            //sm.playOneShot(PrincesseHurt,Random.Range(0.5f,0.7f),Random.Range(0.85f,1.0f));
            sm.playOneShot(PrincesseHurt[Random.Range(0, 2)], 1, Random.Range(0.9f, 1.0f));
            StartCoroutine(WaitForSonHurtToPlay());
        }

        Instantiate(ParticleBlood, new Vector3(this.transform.position.x, this.transform.position.y + HauteurParticule, this.transform.position.z), Quaternion.identity);

        Vector3 directionRecule = (this.transform.position - sourceDegats.transform.position).normalized;

        rb.velocity = Vector3.zero;
        rb.AddForce((directionRecule * (reculeHorizontal * facteurRecule)) + (this.transform.up * (reculeVertical * facteurRecule)));

        vie_courante            = Mathf.Max(vie_courante - valeurDegats, 0);
        GameControl.control.vie = vie_courante;
        setHudVie();
    }
    // Update is called once per frame
    void Update()
    {
        if (((InputManager.GetButtonDown("pouvoirGlace") || Input.GetAxisRaw("pouvoirGlace") < -0.75f) && canPower && isUnlocked) && deplacement.canUsePower && GetComponentInParent <PrincesseDeplacement>().isGrounded)
        {
            deplacement.canAttack = false;
            deplacement.AttaqueInteromput();
            animator.Play("IcePower");
            canPower = false;
            StartCoroutine(WaitForIceAnim());
        }

        if (running)
        {
            var tmp = glaceSol.transform.position;
//            Debug.Log(tmp.ToString());
            compteurFrame++;

            tmp.y += increment;
            tmp   += (increment * deplacementGlacon);
            //Debug.Log(tmp.y);
            if (compteurFrame >= nbFrameMax)
            {
                running = false;
                //Add song explosion des glacons
                //+ anim destruction ??
            }
            else
            {
                glaceSol.transform.position = tmp;
            }
        }
    }