/*
     *      LOOP THROUGH POWER UP MENU
     *      CHECK IF EACH ITEM HAS A POWERUP ACTIVE
     *      ALSO CHECK IF NUM OF THAT TYPE OF POWERUP IS MAXED
     *      SET THE CURRENTLY SELECTED POWERUP SPRITE TO ACTIVE
     *      IF MAXED REPLACE SPRITE WITH DEFAULT( BLANK ) ACTIVE SPRITE
     */

    private void SetActivePowerUpSprite( )
    {
        Sprite sprite = null;

        PowerUpSprite currentPowerUp = powerUps[powerUpCount - 1];


        //RESET POWER UP METER ITEMS TO DEFAULT
        SetPowerUpToInactive();


        if (currentPowerUp.activeCount < currentPowerUp.maxActiveCount)
        {
            sprite = currentPowerUp.activeSprite;
        }
        else
        {
            sprite = defaultSprite;
        }

        powerUps[powerUpCount - 1].spriteRenderer.sprite = sprite;

        if (powerUpCount == powerUps.Count)
        {
            powerUpCount = 0;
        }
    }
    /*
     *      Activate the slected powerup
     */
    private void ActivatePowerUp(int x)
    {
        if (powerUpCount == 0)
        {
            return;
        }

        PowerUpSprite currentPowerUp = powerUps[powerUpCount - 1];

        switch (powerUpCount)
        {
        case 1:

            //Activate SpeedUp
            Debug.Log("Activating SpeedUp");

            if (currentPowerUp.activeCount < currentPowerUp.maxActiveCount)
            {
                EventManager.TriggerEvent("SpeedUp", 1);
                ResetPowerUpCount(0);
                SetPowerUpToInactive();
            }

            break;

        case 2:

            //Activate Missile
            Debug.Log("Activating Missile");

            if (currentPowerUp.activeCount < currentPowerUp.maxActiveCount)
            {
                EventManager.TriggerEvent("Missile", 0);
                ResetPowerUpCount(0);
                SetPowerUpToInactive();
            }
            else
            {
                Debug.Log("Missile Maxed");
            }

            break;

        case 3:

            //Activate Double
            Debug.Log("Activating Double");


            if (currentPowerUp.activeCount < currentPowerUp.maxActiveCount)
            {
                if (currentPowerUp.activeCount == 0)
                {
                    Debug.Log("Activating Muzzle for Double....");
                    EventManager.TriggerEvent("Double", 0);
                }
                else if (currentPowerUp.activeCount == 1)
                {
                    Debug.Log("Activating Angled Muzzle for Double....");
                    EventManager.TriggerEvent("Double", 1);
                }

                SetPowerUpToInactive();
                ResetPowerUpCount(0);
            }
            else
            {
                Debug.Log("Double is maxed out ...");
            }


            break;

        case 4:

            //Activate Lazer
            Debug.Log("Activating Lazer");

            //if lazer is not active then bullet must be
            //so disable bullet
            if (currentPowerUp.activeCount < currentPowerUp.maxActiveCount)
            {
                EventManager.TriggerEvent("Double", 0);
                EventManager.TriggerEvent("Laser", 1);

                ResetPowerUpCount(0);
                SetPowerUpToInactive();
            }
            else
            {
                Debug.Log("Laser is maxed out");
            }



            break;

        case 5:

            //Activate Option.
            //Max Option count is 2
            Debug.Log("Activating Option");

            if (currentPowerUp.activeCount == 0)
            {
                EventManager.TriggerEvent("Option1", 0);
            }

            if (currentPowerUp.activeCount == 1)
            {
                EventManager.TriggerEvent("Option2", 0);
            }

            ResetPowerUpCount(0);
            SetPowerUpToInactive();

            break;

        case 6:

            //Activate Special
            Debug.Log("Activating Special");

            if (currentPowerUp.activeCount < currentPowerUp.maxActiveCount)
            {
                EventManager.TriggerEvent("Special", 0);
            }

            break;

        default:

            Debug.Log("No Power Up Selected");

            break;
        }

        currentPowerUp.activeCount++;
    }