void OnCollisionEnter2D(Collision2D collision) { //Debug.Log ("position " + collision.gameObject.transform.position + " life " + life + " FocusOut " + collision.gameObject.GetComponent<Pathfinding> ().GetFocusOut ()); Pathfinding path = collision.gameObject.GetComponent <Pathfinding>(); if (collision.gameObject.tag == "enemy" && life > 0 && !path.GetFocusOut()) { life--; path.SetColTrue(); collision.gameObject.GetComponent <TouchMonster> ().DestroyMonster(); tabEnemyBlock [indiceTab] = collision.gameObject; indiceTab++; if (life == 0 && alive) { gm.ActiveSleep(this.gameObject); for (int i = 0; i < indiceTab; i++) { if (tabEnemyBlock[i]) //Si l'objet existe encore { tabEnemyBlock[i].GetComponent <Pathfinding> ().SetColFalse(); } } alive = false; } } }