//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); } }