protected override void FixedUpdate() { if (!Pause.isPaused) { if (compteur++ >= intervalle) { var nearbyEntitys = UnityEngine.Physics2D.OverlapCircleAll(transform.position, range); foreach (var entity in nearbyEntitys) { Unite unit = entity.gameObject.GetComponent <Unite>(); if (unit != null) { if ((((targetType & TargetType.enemy) != 0 && unit.camp != camp) || ((targetType & TargetType.ally) != 0 && unit.camp == camp))) { unit.receiveDamages(damages, element); foreach (Effect effect in effectsToApply) { unit.addEffect(effect); } } } } compteur = 0; } } }