/// <summary>
        /// Configure la gestion des boutons.
        /// </summary>
        private void SetupButton()
        {
            var bodyLandscapeObjAFCBL_ = BodyLandscapeObj_.GetComponent <UIAugmentedFaceCreatorBodyLandscape>();
            var uiObjectObjUIAFCO_     = ObjectObj_.GetComponent <UIAugmentedFaceCreatorObject>();
            var uiObjectObjSR_         = uiObjectObjUIAFCO_.UILayersObj_.GetComponent <ScrollRect>();;
            var uit_ = GetComponent <UITouch>();
            var buttonRemoveLayerObjB_  = ButtonRemoveLayerObj_.GetComponent <Button>();
            var buttonHideLayerObjB_    = ButtonHideLayerObj_.GetComponent <Button>();
            var buttonMoveForwardObjB_  = ButtonMoveForwardObj_.GetComponent <Button>();
            var buttonMoveBackwardObjB_ = ButtonMoveBackwardObj_.GetComponent <Button>();

            uit_.BeginDrag += e_ =>
            {
                UISelection.NoSelect_ = true;
                uiObjectObjSR_.OnBeginDrag(e_);
            };

            uit_.Drag += e_ =>
            {
                uiObjectObjSR_.OnDrag(e_);
            };

            uit_.EndDrag += e_ =>
            {
                UISelection.NoSelect_ = false;
                uiObjectObjSR_.OnEndDrag(e_);
            };

            uit_.Click += (obj_, clickCount, touchCount) =>
            {
                UISelection.Select(obj_);
            };

            buttonRemoveLayerObjB_.onClick.AddListener(() =>
            {
                Remove();
            });

            buttonHideLayerObjB_.onClick.AddListener(() =>
            {
                ShowHide();
            });

            buttonMoveForwardObjB_.onClick.AddListener(() =>
            {
                MoveForwardLayer();
            });

            buttonMoveBackwardObjB_.onClick.AddListener(() =>
            {
                MoveBackwardLayer();
            });
        }
        public void TranslateOnZ(GameObject layerObj_)
        {
            if (IsReference_ || !IsMoveable_)
            {
                return;
            }

            var layerCameraAFCC_    = AugmentedFaceCreatorWorker.LayerCameraPivotObj_.GetComponent <AugmentedFaceCreatorCamera>();
            var LayerWorkerObjAFLW_ = ObjectObj_.GetComponent <UIAugmentedFaceCreatorObject>().LayerWorkerObj_.GetComponent <AugmentedFaceCreatorLayerWorker>();

            layerObj_.transform.localPosition = layerCameraAFCC_.Forward_ * ((layerObj_.transform.GetSiblingIndex() + 1) * LayerWorkerObjAFLW_.LayerOffset_ + layerCameraAFCC_.ClippingPlane_.near_);
        }
        /// <summary>
        /// Recule le calque vers l'arrière d'une unité.
        /// </summary>
        public void MoveBackwardLayer()
        {
            var LayerWorkerObjAFCLW_ = ObjectObj_.GetComponent <UIAugmentedFaceCreatorObject>().LayerWorkerObj_.GetComponent <AugmentedFaceCreatorLayerWorker>();

            var origin_ = LayerObj_.transform.GetSiblingIndex();
            var target_ = Mathf.Clamp(origin_ + 1, 0, LayerWorkerObjAFCLW_.LayersObj_.transform.childCount - 1);

            LayerObj_.transform.parent.GetChild(target_).SetSiblingIndex(origin_);
            LayerObj_.transform.SetSiblingIndex(target_);
            TranslateOnZ(LayerObj_.transform.parent.GetChild(origin_).gameObject);
            TranslateOnZ(LayerObj_);

            origin_ = transform.GetSiblingIndex();
            target_ = Mathf.Clamp(origin_ + 1, 0, LayerWorkerObjAFCLW_.LayersObj_.transform.childCount - 1);
            transform.parent.GetChild(target_).SetSiblingIndex(origin_);
            transform.SetSiblingIndex(target_);
        }