//	PUBLIC
		
		
		// PRIVATE
		
		// PRIVATE STATIC
		
		// PRIVATE COROUTINE
		
		// PRIVATE INVOKE
		
		//--------------------------------------
		//  Events
		//--------------------------------------

		/// <summary>
		/// When the user interface input changed signal.
		/// </summary>
		/// <param name="">.</param>
		private void _onUIInputChangedSignal (UIInputVO aUIInputVO) 
		{

			//USER CLICKED? - PLAY THE 'END'
			if (iGameModel.gameState == GameState.INTRO_START && !_wasClicked_boolean) {
				_wasClicked_boolean = true;
				view.doPlayAnimation (IntroUI.ANIMATION_NAME_INTRO_UI_END, 0, 0);
				soundPlaySignal.Dispatch ( new SoundPlayVO (SoundType.BUTTON_CLICK));
				//
			}
		}
		// PUBLIC STATIC
		
		// PRIVATE
		/// <summary>
		/// Do update user interface input.
		/// 
		/// NOTE: We get DownEnter and DownExit
		/// 
		/// NOTE: We interpolate and SOMETIMES send DownStay
		/// 
		/// 
		/// </summary>
		/// <param name="aKeyCode">A key code.</param>
		/// <param name="aUIInputEventType">A user interface input event type.</param>
		protected void _doUpdateUIInput (KeyCode aKeyCode, UIInputEventType aUIInputEventType )
		{


			//CHECK OLD DATA
			UIInputVO newToSendUIInputVO 		= new UIInputVO (aKeyCode, aUIInputEventType);

			//STORE *ONLY* MOST RECENT PER KEYCODE
			_lastInputVOByKeycode_dictionary[newToSendUIInputVO.keyCode] = (newToSendUIInputVO);

			//ALWAYS SEND
			uiInputChangedSignal.Dispatch (newToSendUIInputVO);
			
		}
		/// <summary>
		/// When the user interface input signal.
		/// </summary>
		/// <param name="aUIInputType">A user interface input type.</param>
		private void _onUIInputChangedSignal (UIInputVO aUIInputVO)
		{


			//
			if (aUIInputVO.uiInputEventType == UIInputEventType.DownEnter) {


				//KEYDOWN
				switch (aUIInputVO.keyCode) {
					case KeyCode.LeftArrow:
					case KeyCode.RightArrow:
					case KeyCode.Return:
						soundPlaySignal.Dispatch (new SoundPlayVO (SoundType.BUTTON_CLICK));
						_doResetGame();
						break;
				}

			} else if (aUIInputVO.uiInputEventType == UIInputEventType.DownExit) {



			} else if (aUIInputVO.uiInputEventType == UIInputEventType.DownStay) {

				//KEYSTAY
				switch (aUIInputVO.keyCode) {
					case KeyCode.UpArrow:
						_doSendMove (new PlayerMoveVO( MoveType.UpOneTick, _PADDLE_MOVE_PER_TICK));
						break;
					case KeyCode.DownArrow:
						_doSendMove (new PlayerMoveVO( MoveType.DownOneTick, _PADDLE_MOVE_PER_TICK));
						break;
				}
				
				
			}
			
			
		}