public void PerformPowerAction(int Action)
    {
        switch (CurrentPower.GetPowerType())
        {
        case EARTH:
            Earth Earth = CurrentPower as Earth;
            switch (Action)
            {
            case PRIMARY_ACTION:
                HUD.Message.text = "Create Earth Stair Step!";
                Earth.CreateFloatingBlock();

                break;

            case SECONDRY_ACTION:
                HUD.Message.text = "Create Earth Block!";
                Earth.CreateFallingBlock();
                break;

            case TERTIARY_ACTION:
                HUD.Message.text = "Shot Earth Projectile!";
                Earth.ShootEarthProjecile();
                break;

            case FOURTH_ACTION:
                Earth.DestroyAllBlocks();
                break;
            }
            break;

        case FIRE:
            Fire Fire = CurrentPower as Fire;
            switch (Action)
            {
            case PRIMARY_ACTION:
                HUD.Message.text = "Activate Fire Shield!";
                Fire.ActivateFireShield();
                break;

            case SECONDRY_ACTION:
                HUD.Message.text = "Deactivate Fire Shield!";
                Fire.DeactivateFireShield();
                break;

            case TERTIARY_ACTION:
                HUD.Message.text = "Shot Fire Projectile!";
                Fire.ShootFireProjectile();
                break;

            default:
                break;
            }
            break;
        }
    }