}                                            // on default is empty

    // TODO: clean this up this function sucks
    // spawns rating texts and adds to charisma when player presses a dance key
    // EFFECT: adds to characterHealth charisma, changes ResultsManager fields
    protected void EvaluateScore(float _score)
    {
        ResultsManager.IncTotalDanceTiles();
        if (_score > 9.2)
        {
            SpawnScoreText(perfectText); // spawn perfect text
            perfectInARow++;
            if (perfectInARow > 1)       // if over 1 perfect in a row
            {
                this.SpawnPerfectMultiplierText();
            }

            characterHealth.AddCharisma(10f);
            FindObjectOfType <AudioManager>().Play("metronome");
            ResultsManager.IncPerfectTiles();
        }
        else if (_score > 8.9)
        {
            perfectInARow = 0;
            characterHealth.AddCharisma(3f);
            SpawnScoreText(goodText); // spawn good text
            FindObjectOfType <AudioManager>().Play("metronome");
            ResultsManager.IncGoodTiles();
        }
        else if (_score > 8.5)
        {
            perfectInARow = 0;
            if (characterHealth.charisma > 50f)
            {
                characterHealth.AddCharisma(-5f); // "okay" rating will only penalize if at high-charisma
                FindObjectOfType <AudioManager>().Play("metronome");
            }
            else
            {
                characterHealth.AddCharisma(3f);
                FindObjectOfType <AudioManager>().Play("metronome");
            }
            FindObjectOfType <AudioManager>().Play("metronome");
            SpawnScoreText(okText); // spawn ok text
            ResultsManager.IncOkTiles();
        }
        else
        {
            perfectInARow = 0;
            characterHealth.AddCharisma(-10f);
            SpawnScoreText(missedText); // spawn missed text pop up
            FindObjectOfType <AudioManager>().Play("negative");
            ResultsManager.IncMissedDanceTiles();
        }
    }