private void OnTriggerEnter(Collider other)
    {
        switch (other.tag)
        {
        case "obstacle":
            player.PlayerDamage().GotHit(other.gameObject);
            break;

        case "pickup":
            Pickups pickup = other.GetComponent <Pickups>();
            if (pickup)
            {
                switch (pickup.GetPickupType())
                {
                case EPickupType.FUEL:
                    // Add fuel to player
                    player.Fuel().AddFuel(player.PlayerMovement().IsFalling());
                    audio.PlaySound(pickupSounds[0], pickupVol);
                    DestroyObject(other.gameObject);
                    break;

                case EPickupType.BOOST:
                    // Do some physics on the player based on boostForce
                    player.Boost().BoostOn();
                    player.SetBoost(true);
                    audio.PlaySound(pickupSounds[1], 0.8f);
                    DestroyObject(other.gameObject);
                    break;

                case EPickupType.SHIELD:
                    // Send reference to the player to activate sheild
                    player.PlayerDamage().AttatchShield();
                    audio.PlaySound(pickupSounds[2], pickupVol);
                    DestroyObject(other.gameObject);
                    break;

                case EPickupType.GEAR:
                    // Add gears
                    GearManager.instance.IncrementGears();
                    audio.PlaySound(pickupSounds[3], 0.35f);
                    DestroyObject(other.gameObject);
                    break;

                case EPickupType.PROJECTILE:
                    // Allow player to shoot
                    player.PlayerShoot().EnableShoot();
                    audio.PlaySound(pickupSounds[4], 0.65f);
                    DestroyObject(other.gameObject);
                    break;
                }
            }
            break;
        }
    }