virtual protected Enemy selectTarget() { Enemy retour = null; float distance = range; List <GameObject> listEnemy = poolingEnemy.getListActive(); foreach (GameObject gO in listEnemy) { if (!gO.GetComponent <Enemy> ().isDead()) { if (Vector3.Distance(gO.transform.position, this.transform.position) <= distance) { retour = gO.GetComponent <Enemy> (); distance = Vector3.Distance(gO.transform.position, this.transform.position); } } } return(retour); }