void Start()
    {
        weaponType = PowerUp.WeaponType.Single;

        dmgParticles = Instantiate(dmgParticlesPrefab) as ParticleSystem;
        cameraShaker = Camera.main.GetComponent <CameraShaker>();
        levelManager = FindObjectOfType <LevelManager>();
        health       = 100;
        float zDist = transform.position.z - Camera.main.transform.position.z;

        xMin = Camera.main.ViewportToWorldPoint(new Vector3(0.05f, 0, zDist)).x;
        xMax = Camera.main.ViewportToWorldPoint(new Vector3(0.95f, 0, zDist)).x;
    }
 void ChangeWeaponTo(PowerUp.WeaponType newWeapon)
 {
     currentWeapon = newWeapon;
     switch (currentWeapon)
     {
         case PowerUp.WeaponType.normal:
             break;
         case PowerUp.WeaponType.tripleShot:
             playerController.shotSpawnerLength = 3;
             break;
         case PowerUp.WeaponType.rocket:
             playerController.bolt = powerUp.newWeapon;
             break;
         default:
             break;
     }
 }
 public void ReceivePowerUp()
 {
     Debug.Log("got power up!");
     weaponType = RandomWeaponType();
     ImproveFireRate();
 }