protected virtual void Update() { // On trigger enter / On collider enter if (canEndAction == false) canEndAction = true; UpdateController(); if (characterToThrow != null) { if(characterToThrow.State != CharacterState.Throw) { characterToThrow = null; } else { characterToThrow.UpdateThrow(); } } if (state != CharacterState.Throw) ApplyGravity(); if (knockbackTime > 0) UpdateKnockback(); UpdateCollision(); SetAnimation(); LateUpdateController(); EndActionState(); // Les animations events sont joué après l'Update }