// PUBLIC
        /// <summary>
        /// Changes the camera mode.
        /// </summary>
        /// <param name="aCameraMode">A camera mode.</param>
        public void setTargetWayPointByIndex(int aIndex_int)
        {
            if (_currentWayPointVO != wayPoints_list[aIndex_int])
            {
                _currentWayPointVO            = wayPoints_list[aIndex_int];
                _currentWayPointVO.wasVisited = true;
                //

                /*
                 * Camera.main.transform.position       = wayPointVO.gameObject.transform.localPosition;
                 * Camera.main.transform.localRotation = wayPointVO.gameObject.transform.localRotation;
                 * Camera.main.transform.localScale     = wayPointVO.gameObject.transform.localScale;
                 */
                //
                guiComponent.isGUIEnabled = true;

                StartCoroutine(transitionCameraToTargetWayPoint());
            }
        }
 /// <summary>
 /// Ises the current way point.
 /// </summary>
 /// <returns><c>true</c>, if current way point was ised, <c>false</c> otherwise.</returns>
 /// <param name="wayPointVO">Way point V.</param>
 public bool isCurrentWayPoint(WayPointVO aWayPointVO)
 {
     return(aWayPointVO == _currentWayPointVO);
 }
		/// <summary>
		/// Ises the current way point.
		/// </summary>
		/// <returns><c>true</c>, if current way point was ised, <c>false</c> otherwise.</returns>
		/// <param name="wayPointVO">Way point V.</param>
		public bool isCurrentWayPoint (WayPointVO aWayPointVO)
		{
			return aWayPointVO == _currentWayPointVO;
		}
		// PUBLIC
		/// <summary>
		/// Changes the camera mode.
		/// </summary>
		/// <param name="aCameraMode">A camera mode.</param>
		public void setTargetWayPointByIndex (int aIndex_int)
		{
			if (_currentWayPointVO != wayPoints_list[aIndex_int]) {
				_currentWayPointVO = wayPoints_list[aIndex_int];
				_currentWayPointVO.wasVisited = true;
				//
				/*
				Camera.main.transform.position 		= wayPointVO.gameObject.transform.localPosition;
				Camera.main.transform.localRotation = wayPointVO.gameObject.transform.localRotation;
				Camera.main.transform.localScale 	= wayPointVO.gameObject.transform.localScale;
				*/
				//
				guiComponent.isGUIEnabled = true;

				StartCoroutine (transitionCameraToTargetWayPoint());
			}
		}