private void OnTriggerEnter(Collider col) { if (col.gameObject.CompareTag("Ennemi")) { SC_EnnemiRef = col.gameObject.GetComponent <SC_Ennemi>(); v_HitDirection = getHitDir(col.transform); SC_EnnemiRef.death(v_HitDirection, f_StrenghtRef, 1, SC_playerComboCounterRef.i_killCount, SC_PlayerRef); SC_PlayerRef.CaCHasTouched(col.gameObject); _MainCam.GetComponent <SC_CameraBehavior>().setTilt(v_HitDirection); Transform _swordStrikeTEMP = Instantiate(_swordStrikePrefab, new Vector3(col.transform.position.x, col.transform.position.y, col.transform.position.z + 0.01f), Quaternion.Euler(new Vector3(t_parentRoot.transform.rotation.x, t_parentRoot.transform.rotation.y, t_parentRoot.transform.rotation.z + Random.Range(-90, 90)))) as Transform; _swordStrikeTEMP.renderer.material.color = SC_PlayerRef.s_brightColor; float f_valueForIncrease = Mathf.Clamp(SC_playerComboCounterRef.i_killCount / 10, 0, 2.5f); if (SC_playerComboCounterRef.i_killCount > 1) { _swordStrikeTEMP.localScale = new Vector3(_swordStrikeTEMP.localScale.x + f_valueForIncrease, _swordStrikeTEMP.localScale.y + f_valueForIncrease, _swordStrikeTEMP.localScale.z + f_valueForIncrease); } } }