public void ReceiveMessageConnectToGame(NetworkMessage _msgConnectToGame)
        {
            ConnectToGameClient _ReceiveMessageConnectToGame = _msgConnectToGame.ReadMessage <ConnectToGameClient>();

            Debug.Log("Message is received" + _ReceiveMessageConnectToGame.connectToGameClientMsg);
            if (_ReceiveMessageConnectToGame.connectToGameClientMsg == constConnectToGameClientMsg)
            {
                SceneManager.LoadScene("Game");
            }
        }
        public void ReceiveStateConnectToGame(NetworkMessage _msg)
        {
            ConnectToGameClient objectMessage = _msg.ReadMessage <ConnectToGameClient>();

            if (objectMessage.connectToGameClientMsg == constConnectToGameClientMsg)
            {
                Debug.Log("Client can Connect to Game, Try to Resend a Msg to the Client");
                ConnectToGameClient msgStateConnectionToGame = new ConnectToGameClient();

                Debug.Log("Message : " + msgStateConnectionToGame.connectToGameClientMsg);

                NetworkServer.SendToClient(_msg.conn.connectionId, StateConnectionToGameClientMsgId, msgStateConnectionToGame);

                //Set Data
                LoadDataEnterGameClient(_msg.conn);
            }
        }
        public void SendMsgConnectOnGameToServer()
        {
            if (_menuManager.isTryingToConnectClientOnGame == true)
            {
                _menuManager.isTryingToConnectClientOnGame = false;

                //Send Message Connection to Server

                ConnectToGameClient msgConnectToGameClient = new ConnectToGameClient();

                if (client.Send(StateConnectionToGameClientMsgId, msgConnectToGameClient) == true)
                {
                    Debug.Log("Message Connect To Game is Send");
                }
                else
                {
                    Debug.LogWarning("Message Connect To Game isn't Send");
                }
            }
        }