// Update is called once per frame
    void Update()
    {
        if (m_PlayerState.PlayerState != Scr_PlayerStateController.State.BabyBox && !m_PlayerState.IsMomInRoom)
        {
            if (Input.GetButtonDown(m_Input.GetUse()))
            {
                if (m_HeldPowerup != Scr_PowerUp.Type.Empty)
                {
                    switch (m_HeldPowerup)
                    {
                    case Scr_PowerUp.Type.ExtraSpeed:
                        gameObject.GetComponent <Scr_CharacterController>().SetSpeed(m_OriginalSpeed * m_SpeedMultiplier);
                        m_MustCountDown = true;
                        m_SpeedParticle.SetActive(true);
                        Debug.Log("Extra Speed Activated!");
                        break;

                    case Scr_PowerUp.Type.Knockback:
                        gameObject.GetComponent <Scr_Combat>().SetPunchingPower(m_OriginalPunchingPower * m_PunchingPowerMultiplier);
                        m_MustCountDown = true;
                        Debug.Log("Extra Punching power Activated");
                        m_PowerParticle.SetActive(true);
                        break;

                    case Scr_PowerUp.Type.MultiJump:
                        gameObject.GetComponent <Scr_CharacterController>().SetMaxJumps(m_NrOfJumpsGivenByPowerup);
                        m_MustCountDown = true;
                        Debug.Log("Multi jump Activated");
                        break;
                    }
                    //Activate powerup countdown
                }
                else
                {
                    Debug.Log("You are not holding a powerup!");
                }
            }
        }


        if (m_MustCountDown)
        {
            if (m_HeldPowerup != Scr_PowerUp.Type.Empty)
            {
                m_PowerupTimer -= Time.deltaTime;
            }

            if (m_PowerupTimer <= 0.0f)
            {
                ResetPlayerState();
            }
        }
    }