// Crée une action dans le mode default et n'est pas considéré comme une current Attack
 public void FeverAction(AttackData data, Transform target, Action endCall)
 {
     characterAnimation.UserDisappear();
     attackControllerFever.gameObject.SetActive(true);
     attackControllerFever.CreateAttack(target);
     attackControllerFever.SetDirection(direction.GetDirectionInt());
     attackControllerFever.SetAttackData(data);
     if(feverSubscription == false)
     {
         feverSubscription = true;
         attackControllerFever.OnEndAction += endCall;
     }
     //
 }
 public void Action(AttackData data, AttackController attack, Transform target)
 {
     Action(attack, target);
     currentAttack.SetAttackData(data);
 }