/// <summary>
		/// When the enemy died signal.
		/// </summary>
		/// <param name="aEnemyThatDied_gameobject">A enemy that died_gameobject.</param>
		private void _onEnemyDiedSignal (EnemyUI aEnemyThatDied_enemyui)
		{
			
			//
			_doRemoveEnemyAfterTime (aEnemyThatDied_enemyui, 2f);


			//
			CancelInvoke ("_doCheckRoundAndGameStatusAfterTime");
			Invoke ("_doCheckRoundAndGameStatusAfterTime", 2.5f);
			
			
		}
		/// <summary>
		/// Do remove enemy after time.
		/// </summary>
		/// <param name="aEnemyThatDied_gameobject">A enemy that died_gameobject.</param>
		/// <param name="aDelay_float">A delay_float.</param>
		private void _doRemoveEnemyAfterTime (EnemyUI aEnemyThatDied_enemyUI, float aTotalTimeUntilDestory_float ) 
		{
			
			//
			iGameModel.currentRoundDataVO.removeEnemy (aEnemyThatDied_enemyUI.gameObject);

			aEnemyThatDied_enemyUI.doTweenToSinkIntoGround();
			
			//
			Destroy (aEnemyThatDied_enemyUI.gameObject, aTotalTimeUntilDestory_float);
			
		}