public override void StartGameflow()
 {
     rewind.ToggleScene();
     if (rewindVideo)
     {
         rewindVideo.ToggleScene();
     }
     director.stopped += OnPlayableDirectorEnded;
 }
    private void Update()
    {
        //Mouvement

        float _xMov = Input.GetAxis("Horizontal");
        float _zMov = Input.GetAxis("Vertical");
        //animator.Play("Walk");

        Vector3 _moveHorizontal = transform.right * _xMov;
        Vector3 _moveVectical   = transform.forward * _zMov;

        Vector3 _velocity = (_moveHorizontal + _moveVectical).normalized * speed;

        motor.Move(_velocity);

        // Rotate
        float _yRot = Input.GetAxis("Mouse X");

        Vector3 _rotation = new Vector3(0, _yRot, 0) * lookSensitivityX;

        motor.Rotate(_rotation);

        float _xRot = Input.GetAxis("Mouse Y");

        Vector3 _camerarotation = new Vector3(_xRot, 0, 0) * lookSensitivityY;

        motor.RotateCamera(_camerarotation);

        /* if (Input.GetKeyDown(KeyCode.A))
         * {
         *
         * }
         * else if (Input.GetKeyUp(KeyCode.A))
         * {
         *
         * }*/
        if (Input.GetKeyDown(KeyCode.LeftShift))
        {
            rewind.ReverseScene();
            rewindVideo.ReverseScene();
        }
        else if (Input.GetKeyUp(KeyCode.LeftShift))
        {
            rewind.ResumeScene();
            rewindVideo.ResumeScene();
        }

        if (Input.GetKeyDown(KeyCode.Space) && rewind != null)
        {
            Debug.Log("toggle scene");
            rewind.ToggleScene();
            rewindVideo.ToggleScene();
        }
    }