void Start()
    {
        FinisherCount             = FinisherTime;
        FinisherModeCooldownCount = FinisherModeCooldownTime;
        CurrentFinisherMode       = FinisherModes.Runic;
        inFinisherMode            = false;
        PerformingFinisher        = false;
        ExecutingFinisher         = false;

        FinisherFullImage.SetActive(false);
        FinisherIcon.gameObject.SetActive(true);
        FinisherIcon.SetActivated(false);
        InFinisherIcons.SetActive(false);
        PrimaryAttackPopUp.SetActive(false);
        //RunicSequence = new RunicInputHelper();
        RunicQue = new List <Direction>();
    }
    public IEnumerator EnterFinisherMode(bool usedSwordGrapple)
    {
        GameStatus.FinisherModeActive = true;
        Player.GetComponent <PlayerMovementController>().PreventMoving();
        Player.GetComponent <PlayerMovementController>().PreventTuring();
        inFinisherMode = true;
        print("Begin Finisher");
        swordController.PreventAttacking();

        //move enemy into place and lock controls.

        PlayerRotWrapper.LookAt(new Vector3(currentTarget.transform.position.x,
                                            PlayerRotWrapper.transform.position.y,
                                            currentTarget.transform.position.z));
        if (!PillarFinisherUsed)
        {
            if (currentTarget.tag != "TargetDummy")
            {
                currentTarget.GetComponent <EnemyMovementController>().StopMovement();
                currentTarget.GetComponent <EnemyAI>().BeingFinished();


                if (currentTarget.GetComponent <EnemyTypeController>().MyEnemyType == EnemyType.Boss)
                {
                    savedAnimController = currentTarget.GetComponent <EnemyAI>().anim.runtimeAnimatorController;
                }

                if (enemyAnimator = currentTarget.GetComponent <EnemyAI>().anim)
                {
                    enemyAnimator.runtimeAnimatorController = enemyAnimatorController;
                    enemyAnimator.updateMode = AnimatorUpdateMode.UnscaledTime;
                    enemyAnimator.Play("Finisher_Start");
                }
                yield return(null);
            }
        }

        UIanim.Play("FinisherRunicIdleStance");

        Time.timeScale = slowMoModifier;

        if (usedSwordGrapple)
        {
            //moves camera
            cam.MoveToAimingLocation(true); //Mark make sure camera takes as long as the animation

            usedSwordGrapple = false;

            //move sword forward and back over a small period
            SwordThrowAnimObj.SetActive(true);
            var     savedSwordPos   = SwordThrowAnimObj.transform.localPosition;
            var     savedSwordRot   = SwordThrowAnimObj.transform.localRotation;
            var     currentSwordPos = SwordThrowAnimObj.transform.position;
            Vector3 FinalTarget     = EnemyFinisherPlacement.position;
            float   timeToMove      = .25f;
            var     t = 0f;
            while (t < 1)
            {
                t += Time.unscaledDeltaTime / timeToMove;
                SwordThrowAnimObj.transform.position = Vector3.Lerp(currentSwordPos, currentTarget.transform.position, t);
                yield return(null);
            }
            currentSwordPos = SwordThrowAnimObj.transform.position;
            var currentTargetPos = currentTarget.transform.position;
            t = 0f;
            while (t < 1)
            {
                t += Time.unscaledDeltaTime / timeToMove;
                SwordThrowAnimObj.transform.position = Vector3.Lerp(currentSwordPos, FinalTarget, t);
                currentTarget.transform.position     = Vector3.Lerp(currentTargetPos, FinalTarget, t);
                yield return(null);
            }
            SwordThrowAnimObj.transform.localPosition = savedSwordPos;
            SwordThrowAnimObj.transform.localRotation = savedSwordRot;
            SwordThrowAnimObj.SetActive(false);
            CharAnim.Play("Finisher_Start");
            yield return(null);
        }
        else
        {
            CharAnim.Play("Finisher_Start");
            yield return(null);
        }

        currentTarget.transform.position = EnemyFinisherPlacement.position;
        currentTarget.transform.rotation = EnemyFinisherPlacement.rotation;
        if (!PillarFinisherUsed)
        {
            currentTarget.transform.Rotate(new Vector3(0, -40, 0));
        }
        //currentTarget.transform.parent = EnemyFinisherPlacement;
        if (PillarFinisherUsed)
        {
            currentTarget.transform.position += Vector3.down;
            TutorialPopups.Instance.ShowTutorialPopup(PillarTutorial.FinisherUnlock);
        }

        //moves camera
        cam.MoveToFinisherModeLocation(); //Mark make sure camera takes as long as the animation
        if (PillarFinisherUsed)
        {
            PillarTutorial.PlayFirstHit();
        }
        while (cam.GetIsMoving())
        {
            CameraBase.rotation = Quaternion.Slerp(CameraBase.rotation, PlayerRotWrapper.rotation, .5f);
            yield return(null);
        }
        //waits till the camera and or animation is done
        CameraBase.rotation = PlayerRotWrapper.rotation;
        GetComponent <PlayerMovementController>().Aiming = false;



        PerformingFinisher = true;
        FinisherCount      = FinisherTime;

        FinisherIcon.SetActivated(false);
        InFinisherIcons.SetActive(true);
        if (!PillarFinisherUsed)
        {
            RunicRinisherGuides.SetActive(true);
        }

        //RunicSequence.RestartQue();
        RunicQue.Clear();
        InputList.Clear();
        //yield return null;
    }
    // Update is called once per frame
    void Update()
    {
        if (!inFinisherMode)
        {
            if (FinisherModeCooldownCount >= FinisherModeCooldownTime && CanFinish)
            {
                if (PillarFinisherNearby && PillarTarget != null)//TutorialPillarComment
                {
                    FinisherIcon.SetActivated(true);
                    FinisherIcon.transform.position  = PillarTarget.transform.position;
                    FinisherIcon.transform.position += Vector3.up * 2f;
                    if (TryFinisher && !GameStatus.GamePaused)
                    {
                        PillarFinisherUsed = true;
                        currentTarget      = PillarTarget;
                        PillarTutorial     = PillarTarget.GetComponent <TutorialPillar>();
                        switch (PillarTutorial.FinisherUnlock)
                        {
                        case Finishers.Siphoning:
                            GetComponent <Siphoncut>().enabled = true;
                            break;

                        case Finishers.FlameSword:
                            GetComponent <RunicFireSword>().enabled = true;
                            break;

                        case Finishers.Flamethrower:
                            GetComponent <RunicFlamethrower>().enabled = true;
                            break;

                        case Finishers.FlameAOE:
                            GetComponent <RunicFireCircle>().enabled = true;
                            break;

                        case Finishers.FrostAOE:
                            GetComponent <RunicFrostCircle>().enabled = true;
                            break;
                        }
                        StartCoroutine(EnterFinisherMode(false));
                    }
                }
                else if (finisherSlider.value >= 100)
                {
                    currentTarget = GetClosestEnemy();
                    FinisherFullImage.SetActive(true);
                    if (TryFinisher && !GameStatus.GamePaused) //Input.GetButtonDown("FinishMode")
                    {
                        if (currentTarget != null)
                        {
                            finisherSlider.value = 25;
                            FinisherFullImage.SetActive(false);
                            StartCoroutine(EnterFinisherMode(usedSwordGrapple));
                        }
                        else
                        {
                            print("No nearby enemy");
                        }
                    }
                }
                else
                {
                    FinisherFullImage.SetActive(false);
                }
            }
            else
            {
                FinisherModeCooldownCount += Time.deltaTime;
                FinisherIcon.SetActivated(false);
            }

            //Increase UI slider for Finisher && temp cheat
            if (Input.GetKeyDown(KeyCode.G))
            {
                IncreaseFinisherMeter(100);
            }
            if (Input.GetKeyDown(KeyCode.H))
            {
                IncreaseGodModeMeter(100);
            }
        }
        else
        {
            CameraBase.rotation = PlayerRotWrapper.rotation;

            if (PerformingFinisher && !ExecutingFinisher && !GameStatus.GamePaused) //MARK: Unsure of how we will do the full finisher carves
            {
                if (!PillarFinisherUsed)
                {
                    currentTarget.transform.position = EnemyFinisherPlacement.position;
                    currentTarget.transform.rotation = EnemyFinisherPlacement.rotation;
                    if (!PillarFinisherUsed)
                    {
                        currentTarget.transform.Rotate(new Vector3(0, -40, 0));
                    }
                }
                if (Input.GetButtonDown("QuickFinish"))
                {
                    FailFinisherMode();
                    return;
                }
                ProcessPlayerInput();

                bool goodSoFar = false;
                foreach (FinisherAbstract RCombo in FinisherMoves)
                {
                    goodSoFar = RCombo.checkSoFar(RunicQue);
                    if (goodSoFar)
                    {
                        if (RCombo.check(RunicQue))
                        {
                            PrimaryAttackPopUp.SetActive(true);
                            if (PillarFinisherUsed)
                            {
                                if (PillarTutorial)
                                {
                                    PillarTutorial.PlayFinalHit();
                                }
                            }
                        }
                        break;
                    }
                }
                if (!goodSoFar)
                {
                    FailFinisherMode();
                    return;
                }

                //inside the primary attack check, see if they did a correct sequence, and succeed or fail
                if (Input.GetButtonDown("Execute"))
                {
                    bool             goodCombo         = false;
                    FinisherAbstract FinisherToPerform = null;
                    foreach (FinisherAbstract f in FinisherMoves)
                    {
                        //goodCombo = f.startfinisher(this, RunicQue);
                        goodCombo         = f.check(RunicQue);
                        FinisherToPerform = f;
                        if (goodCombo)
                        {
                            break;
                        }
                    }
                    if (!goodCombo)
                    {
                        FailFinisherMode();
                    }
                    else
                    {
                        StartCoroutine(ExecuteFinisher(FinisherToPerform));
                    }
                }

                if (FinisherCount <= 0 && !ExecutingFinisher && !PillarFinisherUsed)
                {
                    FailFinisherMode();
                }
                else
                {
                    FinisherCount -= Time.unscaledDeltaTime;
                }
            }
        }
        //print(NearbyEnemies);
        TryFinisher = false;
    }