/// <summary>
		/// When the user interface animation complete signal.
		/// </summary>
		/// <param name="aAnimationType">A animation type.</param>
		private void _onUIAnimationCompleteSignal (AnimationMonitorEventVO aUIAnimationMonitorEventVO)
		{

			//Debug.Log ("AnimEnd: " + aUIAnimationMonitorEventVO.animationClipName + " DELAY?: " + aUIAnimationMonitorEventVO.animationMonitorEventType);
			//we only care to hear 1 time, after any delays
			if (aUIAnimationMonitorEventVO.animationMonitorEventType == AnimationMonitorEventType.POST_COMPLETE ) {
				if (aUIAnimationMonitorEventVO.animationMonitorRequestVO.animationClipName == IntroUI.ANIMATION_NAME_INTRO_UI_END) {
					view.gameObject.SetActive (false);
					gameStateChangeSignal.Dispatch (GameState.GAME_START);
				}
			}

			
		}
		//	PUBLIC
		
		
		// PRIVATE



		// PRIVATE STATIC
		
		// PRIVATE COROUTINE
		
		// PRIVATE INVOKE
		
		//--------------------------------------
		//  Events
		//--------------------------------------
		/// <summary>
		/// When the user interface animation complete signal.
		/// </summary>
		/// <param name="aUIAnimationMonitorEventVO">A user interface animation monitor event V.</param>
		private void _onUIAnimationCompleteSignal (AnimationMonitorEventVO aUIAnimationMonitorEventVO )
		{

			/*
			//MATCH CASE OF STRING
			string animationClipNameUpper_string = view.animationType.ToString();


			//WE MOSTLY CARE ABOUT WHEN THE ANIMATION IS OVER *INCLUDING* ANY COSMETIC DELAYS WE ADDED
			if (aUIAnimationMonitorEventVO.animationMonitorEventType == AnimationMonitorEventType.POST_COMPLETE) {

				if (iGameModel.gameState == GameState.ROUND_DURING_CORE_GAMEPLAY) {

					if (animationClipNameUpper_string == AnimationType.JUMP.ToString()) {

						view.doPlayAnimation (AnimationType.WALK, 0, 0);

					} else if (animationClipNameUpper_string == AnimationType.DIE.ToString()) {

						//DESTROY OBJECT, UPDATE SCORE
						enemyDiedSignal.Dispatch (view);

						//PLAY SOUND
						soundPlaySignal.Dispatch (new SoundPlayVO (SoundType.ENEMY_DIE));

					} else if (animationClipNameUpper_string == AnimationType.WALK.ToString()) {

						//PLAY SOUND
						soundPlaySignal.Dispatch (new SoundPlayVO (SoundType.ENEMY_FOOSTEP));

					} else if (animationClipNameUpper_string == AnimationType.TAKE_HIT.ToString()) {

						//
						view.doPlayAnimation (AnimationType.WALK, 0, 0);

					} else if (animationClipNameUpper_string == AnimationType.ATTACK.ToString()) {
						
						//TODO, INFLICT DAMAGE LESS, ONLY WHEN ANIMATION 'LOOPS'
						_doInflictDamage();

						//PLAY SOUND
						soundPlaySignal.Dispatch (new SoundPlayVO (SoundType.ENEMY_ATTACK));

						//
						view.doPlayAnimation (AnimationType.ATTACK, 0, 0);
					}
				} else {
					 
					//
					view.doStopAnimation();
				}

			} else if (aUIAnimationMonitorEventVO.animationMonitorEventType == AnimationMonitorEventType.COMPLETE) {

				//BUT SOMETIMES WE JUST WANT TO TRIGGER A SOUND

				if (animationClipNameUpper_string == AnimationType.JUMP.ToString()) {

					//PLAY SOUND
					soundPlaySignal.Dispatch (new SoundPlayVO (SoundType.ENEMY_FOOSTEP));
					
				} 
			}
			*/
		}