void Update()
    {
        transform.Translate(0, -Movement_Speed_y * Time.deltaTime, 0);           //Descend a la vitesse Mo._speed.

        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) //Modifie la direction par Touch sur ecran
        {
            Max_Speed_x    = Max_Speed_x_base;
            Acceleration_x = Acceleration_x_base;

            if (T_direction.Left == Current_direction)
            {
                Current_direction = T_direction.Right;
            }
            else if (T_direction.Right == Current_direction)
            {
                Current_direction = T_direction.Left;
            }
            else if (T_direction.Forward == Current_direction)
            {
                Current_direction = T_direction.Left;
            }
            Debug.Log(Current_direction);
        }

        if (Input.touchCount > 0) //Virage violent
        {
            Max_Speed_x    += Taux_virage_Speed * Time.deltaTime;
            Acceleration_x += Taux_virage_Acceleration * Time.deltaTime;
        }



        if ((Current_direction == T_direction.Left) && (Movement_Speed_x > -Max_Speed_x))  //Accelere dans la direction adequat si on a pas atteint le max de vitesse
        {
            Movement_Speed_x -= Acceleration_x * Time.deltaTime;
        }
        else if ((Current_direction == T_direction.Right) && (Movement_Speed_x < Max_Speed_x))
        {
            Movement_Speed_x += Acceleration_x * Time.deltaTime;
        }

        Movement_x         = new Vector3(Movement_Speed_x * Time.deltaTime, 0, 0); //MaJ position x
        transform.position = transform.position + Movement_x;
    }
 void Start()
 {
     Current_direction = T_direction.Forward;
 }