protected override void ApplyPowerup(Ship ship)
        {
            PlayerShip applyShip;
            EnemyPlayerShip applyAIShip;

            if (ship == Player.Ship)
            {
                if (Config.SoundFXOn)
                    GameStateManagementGame.Instance.soundManager.PlaySound("FX1", 0.7f);  
 
                applyShip = ship.GetRoot() as PlayerShip;

                if (applyShip.Shield.Health < Config.ShieldHealth)
                {
                    if (Config.ship1Active)
                        applyShip.Shield.ShieldRegen(Config.ShieldsPowerupValue + 5);
                    else
                        applyShip.Shield.ShieldRegen(Config.ShieldsPowerupValue);
                }
            }

            if (ship == Player.EnemyPlayer)
            {
                applyAIShip = ship.GetRoot() as EnemyPlayerShip;

                if (applyAIShip.Shield.Health < Config.ShieldHealth)
                    applyAIShip.Shield.ShieldRegen(Config.ShieldsPowerupValue);
            }
        }
        protected override void ApplyPowerup(Ship ship)
        {
            //new EffectNode(Config.LightningSpriteSheet, this.Position);
            PlayerShip applyShip;
            applyShip = ship.GetRoot() as PlayerShip;

            //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--)
            //{
            //    ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position);
            //}
            //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--)
            //{
            //    ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position);
            //}
            //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--)
            //{
            //    ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position);
            //}
            //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--)
            //{
            //    ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position);
            //}
            //for (int i = Enemy.Enemies.Count - 1; i >= 0; i--)
            //{
            //    ProjectileBulletGreenBeam.FireBullet(Vector2.Normalize(Enemy.Enemies[i].Position - applyShip.Position), applyShip.Position);
            //}

            //AoEWeaponBurstWave tempWeapon = new AoEWeaponBurstWave(applyShip, 0, 200, 50f);
            AoEWeaponBurstWave tempWeapon = new AoEWeaponBurstWave(applyShip, 0, 100, 50f);
            tempWeapon.StartFire();
        }
        protected override void ApplyPowerup(Ship ship)
        {
            PlayerShip applyShip;
            //EnemyPlayerShip applyAIShip;

            if (ship == Player.Ship)
            {
                if (Config.SoundFXOn)
                    GameStateManagementGame.Instance.soundManager.PlaySound("FX1", 0.7f);   

                applyShip = ship.GetRoot() as PlayerShip;

                applyShip.laserDefence += 5;
            }

            if (ship == Player.EnemyPlayer)
            {

            }
        }