IEnumerator WaitForPunchTime()
 {
     GetComponent <AudioSource>().Play();
     while (charge.GetCharge() < 1)
     {
         charge.AddCharge(charge.GetMaxDamage() / chargeRate, true);
         yield return(new WaitForSeconds((1 - charge.GetCharge()) * (punchWaitTime / chargeRate)));
     }
     GetComponent <AudioSource>().Stop();
     FinalizePunch(true);
     ShootPojectile();
 }