protected virtual void Update()
        {
            // On trigger enter / On collider enter
            if (canEndAction == false)
                canEndAction = true;

            UpdateController();

            if (characterToThrow != null)
            {
                if(characterToThrow.State != CharacterState.Throw)
                {
                    characterToThrow = null;
                }
                else
                {
                    characterToThrow.UpdateThrow();
                }
            }
            if (state != CharacterState.Throw)
                ApplyGravity();
            if (knockbackTime > 0)
                UpdateKnockback();
            UpdateCollision();
            SetAnimation();

            LateUpdateController();
                         
            EndActionState();
            // Les animations events sont joué après l'Update
        }