/// <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));
             *
             *      }
             * }
             */
        }