// 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; } // }
public void Action(AttackData data, AttackController attack, Transform target) { Action(attack, target); currentAttack.SetAttackData(data); }