//when projectile is activated from object pool, it does the following
 void OnEnable()
 {
     combo = Finder.GetPlayer().GetComponent<PlayerController>().returnModCombo ();
     if (combo.returnElemental() != "")
         gameObject.AddComponent (combo.returnElemental());
     if (combo.returnBehavioral() != "")
         gameObject.AddComponent(combo.returnBehavioral());
 }
 public void SetEnergyCost(ModifierCombo combo)
 {
     //determines cost of firing secondary weapon
     int totalCost = 0;
     if (combo.returnBehavioral() != ""){totalCost+=modEnergyCost;}
     if (combo.returnElemental() != ""){totalCost+=modEnergyCost;}
     totalCost += baseEnergyCost;
     currentEnergyCost = totalCost;
 }