private void OnTriggerEnter(Collider other)
    {
        WeaponPowerUp weaponPowerUp = other.transform.GetComponent <WeaponPowerUp>();

        _weaponPowerUpID++;

        if (weaponPowerUp != null)
        {
            switch (_weaponPowerUpID)
            {
            case 0:
                weaponCurrentlyOn = CurrentWeapon.FirstWeapon;
                break;

            case 1:
                weaponCurrentlyOn = CurrentWeapon.SecondWeapon;
                _weaponPowerUpID++;
                _health = _maximumHealth;
                Debug.Log(_weaponPowerUpID);
                //weapon behavior 2
                break;

            case 2:
                weaponCurrentlyOn = CurrentWeapon.ThirdWeapon;
                _weaponPowerUpID++;
                _health = _maximumHealth;
                Debug.Log(_weaponPowerUpID);
                //weapon behavior 3
                break;

            case 3:
                weaponCurrentlyOn = CurrentWeapon.FourthWeapon;
                _weaponPowerUpID++;
                _health = _maximumHealth;
                Debug.Log(_weaponPowerUpID);
                //weapon behavior 4
                break;

            case 4:
                weaponCurrentlyOn = CurrentWeapon.FifthWeapon;
                _weaponPowerUpID++;
                _health = _maximumHealth;
                Debug.Log(_weaponPowerUpID);
                //weapon behavior 5
                break;


            default:
                Debug.Log("Invalid ID!");
                break;
            }
        }

        Destroy(other.gameObject);
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "PowerUp")
        {
            WeaponPowerUp         weaponPowerUp = other.transform.GetComponent <WeaponPowerUp>();
            PlayerHealthAndDamage playerHealth  = GameObject.Find("Player").GetComponent <PlayerHealthAndDamage>();
            _weaponPowerUpID++;
            playerHealth.health = playerHealth.maximumHealth;

            if (weaponPowerUp != null)
            {
                switch (_weaponPowerUpID)
                {
                case 0:
                    _weaponCurrentlyOn = CurrentWeapon.FirstWeapon;
                    break;

                case 1:
                    _weaponCurrentlyOn = CurrentWeapon.SecondWeapon;

                    break;

                case 2:
                    _weaponCurrentlyOn = CurrentWeapon.ThirdWeapon;
                    break;

                case 3:
                    _weaponCurrentlyOn = CurrentWeapon.FourthWeapon;
                    break;

                case 4:
                    _weaponCurrentlyOn = CurrentWeapon.FifthWeapon;
                    break;


                default:
                    Debug.Log("Invalid ID!");
                    break;
                }
            }
        }

        Destroy(other.gameObject);
    }