public static bool GetValue(PowerShape.Type powerShapeType)
    {
        switch (powerShapeType)
        {
        case PowerShape.Type.FIRE_BALL:
            return(FireBall);

        case PowerShape.Type.FIRE_BALL_UP1:
            return(FireBallUp1);

        case PowerShape.Type.ICE_BALL:
            return(IceBall);

        case PowerShape.Type.ICE_BALL_UP1:
            return(IceBallUp1);

        case PowerShape.Type.ROCK_SHIELD:
            return(RockShield);

        case PowerShape.Type.ROCK_SHIELD_UP1:
            return(RockShieldUp1);

        case PowerShape.Type.AIR_SHIELD:
            return(AirShield);

        case PowerShape.Type.AIR_SHIELD_UP1:
            return(AirShieldUp1);

        case PowerShape.Type.PRIM_MOVEMENT:
            return(PrimMovement);

        case PowerShape.Type.PRIM_NOC_VISION:
            return(PrimNocVision);

        case PowerShape.Type.PRIM_LIFEBAR_VISION:
            return(PrimLifebarVision);

        case PowerShape.Type.MAX_HEALTH:
            return(MaxHealth);

        case PowerShape.Type.MAX_HEALTH_UP1:
            return(MaxHealthUp1);

        case PowerShape.Type.ATTACK_SPEED:
            return(AttackSpeed);

        case PowerShape.Type.ATTACK_SPEED_UP1:
            return(AttackSpeedUp1);

        case PowerShape.Type.ATTACK_DAMAGE:
            return(AttackDamage);

        case PowerShape.Type.ATTACK_DAMAGE_UP1:
            return(AttackDamageUp1);

        case PowerShape.Type.SPEED_MOVEMENT:
            return(SpeedMovement);

        case PowerShape.Type.SPEED_MOVEMENT_UP1:
            return(SpeedMovementUp1);

        case PowerShape.Type.LIFE_STEAL:
            return(LifeSteal);

        case PowerShape.Type.LAVA_RESISTANT:
            return(LavaResistant);

        case PowerShape.Type.WATTER_WALK:
            return(WatterWalk);
        }

        return(false);
    }
 private void Awake()
 {
     PowerShapeType = transform.parent.GetComponent <PowerShape>().PowerShapeType;
     NumberOfCollisionWithOtherPowerBlocs = 0;
 }
    public static void ChangeValue(PowerShape.Type powerShapeType, bool value)
    {
        switch (powerShapeType)
        {
        case PowerShape.Type.FIRE_BALL:
            FireBall = value;
            break;

        case PowerShape.Type.FIRE_BALL_UP1:
            FireBallUp1 = value;
            break;

        case PowerShape.Type.ICE_BALL:
            IceBall = value;
            break;

        case PowerShape.Type.ICE_BALL_UP1:
            IceBallUp1 = value;
            break;

        case PowerShape.Type.ROCK_SHIELD:
            RockShield = value;
            break;

        case PowerShape.Type.ROCK_SHIELD_UP1:
            RockShieldUp1 = value;
            break;

        case PowerShape.Type.AIR_SHIELD:
            AirShield = value;
            break;

        case PowerShape.Type.AIR_SHIELD_UP1:
            AirShieldUp1 = value;
            break;

        case PowerShape.Type.PRIM_MOVEMENT:
            PrimMovement = value;
            break;

        case PowerShape.Type.PRIM_NOC_VISION:
            PrimNocVision = value;
            break;

        case PowerShape.Type.PRIM_LIFEBAR_VISION:
            PrimLifebarVision = value;
            break;

        case PowerShape.Type.MAX_HEALTH:
            MaxHealth = value;
            break;

        case PowerShape.Type.MAX_HEALTH_UP1:
            MaxHealthUp1 = value;
            break;

        case PowerShape.Type.ATTACK_SPEED:
            AttackSpeed = value;
            break;

        case PowerShape.Type.ATTACK_SPEED_UP1:
            AttackSpeedUp1 = value;
            break;

        case PowerShape.Type.ATTACK_DAMAGE:
            AttackDamage = value;
            break;

        case PowerShape.Type.ATTACK_DAMAGE_UP1:
            AttackDamageUp1 = value;
            break;

        case PowerShape.Type.SPEED_MOVEMENT:
            SpeedMovement = value;
            break;

        case PowerShape.Type.SPEED_MOVEMENT_UP1:
            SpeedMovementUp1 = value;
            break;

        case PowerShape.Type.LIFE_STEAL:
            LifeSteal = value;
            break;

        case PowerShape.Type.LAVA_RESISTANT:
            LavaResistant = value;
            break;

        case PowerShape.Type.WATTER_WALK:
            WatterWalk = value;
            break;
        }
    }