//Holder for Buff Selection so UI can have it
 private void OnEnable()
 {
     instance  = this;
     inventory = new ModInventory();
     //This will usually be level 1, but left open in case we do saves or
     //multiple levels where the player starts at a higher power tier.
     for (int i = 1; i < curEnergyTier; i++)
     {
         inventory.EquipNextMod(i);
     }
 }
    public void EnergyTierUp()
    {
        curEnergyTier++;
        energy = minEnergy;
        SoundPool.instance.PlaySound(SoundClips.instance.PowerUp, transform.position, false);
        inventory.EquipNextMod(curEnergyTier);

        if (EnergyTierIncreasedEvent != null)
        {
            EnergyTierIncreasedEvent(curEnergyTier);
        }
    }