void OnTriggerEnter2D(Collider2D col)
    {
        if (col.gameObject.name == "player" && !activated)
        {
            activated = true;             // added this to prevent being able to get the power up twice while the sound is playing.
            Debug.Log("We have picked up a " + Enum.GetName(typeof(WeaponTypes), myPower) + " powerup!");

            if (myPower == 0)            // pistol
            {
                Debug.Log("Player has a pistol ");
                player.setSubWeapon(myPower);
                Debug.Log("Player has a sub weapon.");
            }

            soundEffect.PlayOneShot(aClip);
            GetComponent <SpriteRenderer>().enabled = false; // hide the object in the scene so it looks destroyed
            Destroy(gameObject, aClip.length);               // destroy when sound is done playing
        }
    }