private void Action(AttackController attack, Transform target) { characterAnimation.UserDisappear(); attack.gameObject.SetActive(true); attack.CreateAttack(target); attack.SetDirection(direction.GetDirectionInt()); currentAttack = attack; currentAttack.OnEndAction += ActionEnd; }
// 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; } // }