public IEnumerator SlowTimeDown()
{
float s = Time.realtimeSinceStartup;
float n = s;
while(((n - s) < 3.0f) && enabled) {
n = Time.realtimeSinceStartup;
Time.timeScale = Mathf.Lerp(1f, 0f, Mathf.Clamp01(n-s));
yield return new WaitForEndOfFrame();
}
Time.timeScale = 0f;
}