//called when player is actually using the cyclone ability
    //spins player around and hits all enemies around them
    //player heals for every 3 enemies they hit
    private void UsingCyclone()
    {
        _currComboTime = (Time.time - _startComboTime) / _cycloneDuration;


        if (_currComboTime < 1)
        {
            if (_debugCyclone)
            {
                Debug.DrawLine(transform.position, transform.position + (transform.forward * _cycloneDetectionDistance));
            }

            if (Physics.Raycast(_sword.transform.position, _sword.transform.up, out hit, _cycloneDetectionDistance))
            {
                if (hit.collider.GetComponent <AIEnemy>())
                {
                    AIEnemy EnemyHit = hit.collider.GetComponent <AIEnemy>();

                    //Debug.Log("hit");

                    if (_enemyHit.Count > 0)
                    {
                        if (!CycloneAlreadyHitEnemy(EnemyHit))
                        {
                            if (EnemyHit.GotHit(_cycloneAttackDamage, transform.forward * _cycloneKnockBack, hit.point))
                            {
                                Debug.Log("cyclone hit");
                                _enemyHit.Add(EnemyHit);
                                ContinueCombo();
                                if (_enemyHit.Count > 2)
                                {
                                    _enemyHit = new List <AIEnemy>();
                                    Debug.Log("cyclone heal");
                                    _pStats.PHeal(_cycloneHeal);
                                }
                            }
                        }
                    }
                    else
                    {
                        if (EnemyHit.GotHit(_cycloneAttackDamage, transform.forward * _cycloneKnockBack, hit.point))
                        {
                            Debug.Log("cyclone hit");
                            ContinueCombo();
                            _enemyHit.Add(EnemyHit);
                        }
                    }
                }
            }
            transform.Rotate(Vector3.up, _cycloneSpinSpeed);
        }
        else
        {
            _currComboTime = 1;

            _myability = SpecialAbility.NONE;
            _sword.transform.localPosition = _swordReset;
            _enemyHit = new List <AIEnemy>();
        }
    }