public void EndCircleAnim() { if (!inputEvent.succeed) { // inputEvent.succeedableState = SucceedableState.FAILABLE; inputEvent.CheckSucceed(InputType.NONE); inputEvent.succeedableState = SucceedableState.FAILED; inputEvent.PlayAnimation(); //Il n'y a plus de QTE dans le pattern, on change d'item if (inputEvent == _MGR_GameManager.Instance.currentPatternItem.currentInputEvent) { if (_MGR_GameManager.Instance.currentPatternItem.inputEvents.Count == 0 && _MGR_GameManager.Instance.currentPatternItem.secondInputEvent == null) { //Debug.Log("On regarde si on repare l'item"); _MGR_GameManager.Instance.currentPatternItem.RepairItem(_MGR_GameManager.Instance.currentPatternItem); _MGR_GameManager.Instance.MoveConveyorBelt(); } else { _MGR_GameManager.Instance.currentPatternItem.GoNextCurrentInputEvent(); } } } else { DestroyInput(); } }