void IPowerUpEvents.OnPowerUpCollected(PowerUp_G powerUp, Player_G player) { // We dont bother storing those that expire immediately if (!powerUp.ExpiresImmediately) { ActivePowerUps.Add(powerUp); //UpdateActivePowerUpUi(); } }
void IPowerUpEvents.OnPowerUpExpired(PowerUp_G powerUp, Player_G player) { ActivePowerUps.Remove(powerUp); //UpdateActivePowerUpUi(); }