// Use this for initialization
    void Start()
    {
        // On doit attendre que tous les joueurs soient prêts avant de pouvoir lancer une carte
        confirmCardButton.interactable = false;
        areAllCardsDistributed         = false;
        numberOfPlayersInTheGame       = Prototype.NetworkLobby.LobbyPlayerList.numberOfPlayerInTheRoom;
        playersInGame = new List <GameObject>(GameObject.FindGameObjectsWithTag("player"));
        if (isServer)
        {
            StartCoroutine(WaitFewSecondsBeforeDistribuingCards());
        }

        if (isLocalPlayer)
        {
            //permet d'afficher uniquement ceux qui appartient au joueur local
            playerElements.SetActive(true);

            isGameOver = false;

            addPossibilityToChooseCharacterButtons();
            deactivateAllUselessCanvasForTheBeginning();

            //Initialisation du deck de cartes du joueurs local
            cardsDeckScriptFromThePlayer.loadCards();
            myHealth = GetComponent <ComputerHealth>();
        }
    }
    float timer;                                //Timer which regulates time between attacks

    /*
     * The Awake function finds the computer with the tag passed in as an argument in the inspector.
     * Its ComputerHealth script is also retrieved.
     */
    void Awake()
    {
        computer       = GameObject.FindGameObjectWithTag(attack);
        computerHealth = computer.GetComponent <ComputerHealth> ();
    }