public void Rotate() { Vector3 rotation_Direction = Vector3.zero; if (Input.GetAxis(Axis.HORIZONTAL_AXIS) < 0) { TournerGauche(); } else { playerAnimations.TurnLeft(false); } if (Input.GetAxis(Axis.HORIZONTAL_AXIS) > 0) { TournerDroite(); } else { playerAnimations.TurnRight(false); } if (rotation_Direction != Vector3.zero) { transform.rotation = Quaternion.RotateTowards( transform.rotation, Quaternion.LookRotation(rotation_Direction), rotateDegreesPerSecond * Time.deltaTime); } }//rotate