/// <summary>
    /// Player collected powerup so check which kind it was.
    /// </summary>
    public PlayerPowerupTypes CollectPowerup(SoundManager soundManager)
    {
        PlayerPowerupTypes currentType = powerup.GetCurrentType();

        switch (currentType)
        {
        case PlayerPowerupTypes.INVINCIBILTY:
            soundManager.PlaySound(SoundEffectType.SOUND_INVINCIBILITY, false);
            break;

        case PlayerPowerupTypes.MAGNET:
            soundManager.PlaySound(SoundEffectType.SOUND_MAGNET, false);
            break;

        case PlayerPowerupTypes.THIN:
            soundManager.PlaySound(SoundEffectType.SOUND_THIN, false);
            break;
        }

        powerupGameObject.SetActive(false);
        StopAllCoroutines();
        return(currentType);
    }