private Propulseur GeneratePropulseur()
    {
        Propulseur prop = new Propulseur();

        prop.speedMultiplicator     = Random.Range(speedBounds[0], speedBounds[1]);
        prop.speedRotaMultiplicator = Random.Range(slerpBounds[0], slerpBounds[1]);

        float averageValue = (prop.speedMultiplicator + prop.speedRotaMultiplicator) / 2;

        averageValue = averageValue * 100 / ((speedBounds[1] + slerpBounds[1]) / 2);

        if (averageValue <= 25)
        {
            prop.rarete = quarter;
        }
        else if (averageValue <= 50)
        {
            prop.rarete = half;
        }
        else if (averageValue <= 75)
        {
            prop.rarete = halfAndQuarter;
        }
        else
        {
            prop.rarete = full;
        }
        return(prop);
    }
 public void CreateModuleObject(Vector3 pos, string type)
 {
     if (type == "Arme")
     {
         GameObject mod = GameObject.Instantiate(prefabArme, pos, Quaternion.identity);
         Arme       a   = GenerateArme();
         mod.GetComponent <Arme>().damage            = a.damage;
         mod.GetComponent <Arme>().portee            = a.portee;
         mod.GetComponent <Arme>().vitesseProjectile = a.vitesseProjectile;
         mod.GetComponent <Arme>().cadance           = a.cadance;
         mod.GetComponent <Arme>().rarete            = a.rarete;
         mod.GetComponent <Arme>().bullet            = a.bullet;
         mod.GetComponent <Arme>().SetColor();
     }
     else if (type == "Propulseur")
     {
         GameObject mod = GameObject.Instantiate(prefabProp, pos, Quaternion.identity);
         Propulseur p   = GeneratePropulseur();
         mod.GetComponent <Propulseur>().speedMultiplicator     = p.speedMultiplicator;
         mod.GetComponent <Propulseur>().speedRotaMultiplicator = p.speedRotaMultiplicator;
         mod.GetComponent <Propulseur>().rarete = p.rarete;
         mod.GetComponent <Propulseur>().SetColor();
     }
     else if (type == "Protection")
     {
         GameObject mod = GameObject.Instantiate(prefabProt, pos, Quaternion.identity);
         Protection p   = GenerateProtection();
         mod.GetComponent <Protection>().defence = p.defence;
         mod.GetComponent <Protection>().type    = p.type;
         mod.GetComponent <Protection>().rarete  = p.rarete;
         mod.GetComponent <Protection>().SetColor();
     }
 }