// creates the enemy specified at 'i' (0-left, 1-mid, 2-right) by the 'scene'
    private void createEnemy(int i, string name)
    {
        ++field.enemy_count;
        Enemy enemy = Instantiate(enemy_prefab, transform).GetComponent <Enemy>();;

        enemy.transform.localScale = new Vector3(1, 1, 1);
        Vector3 enemy_pos = new Vector3(i * BattleUI.enemy_spacing, BattleUI.enemy_y_offset, 0);

        enemy.transform.localPosition = enemy_pos;
        enemy.field       = field;
        enemy.castManager = castManager;
        enemy.initialize(enemyData.getData(name)); //sets enemy stats (AND INITITIALIZES ATTACKING AND AI)
        enemy.Position = i;                        //Log enemy position in field
        enemy.bars     = uiManager.charge_bars;    //Give enemy access to charge_bars
        Vector3 bar_pos = enemy.transform.position + new Vector3(0, -1.75f, 0);

        uiManager.charge_bars.makeChargeMeter(i, bar_pos);
        uiManager.stagger_bars.makeStaggerMeter(i, bar_pos);
        uiManager.health_bars.makeHealthMeter(i, bar_pos);
        field.enemy_arr[i] = enemy;
        enemy.enemy_animator.Play("enemy_spawn_in");
        uiManager.updateUI();
    }