public void PowerUp(int powerId) { if (Ship != null) { switch (powerId) { case 1: Nukes++; break; case 2: bulletDamageMult += 0.1f; Shot Dmg = Ship.GetComponentInChildren <Shot>(); if (Dmg != null) { Dmg.damageMultiplier = bulletDamageMult; } break; case 3: bulletSpeedMult += 0.01f; Shot Spd = Ship.GetComponentInChildren <Shot>(); if (Spd != null) { Spd.speedMultiplier = bulletDamageMult; } break; case 4: bulletFirerateMult += 0.1f; Shot Frt = Ship.GetComponentInChildren <Shot>(); if (Frt != null) { Frt.fireMultiplier = bulletFirerateMult; } break; case 5: HpControl lifes = Ship.GetComponentInChildren <HpControl>(); if (lifes != null) { lifes.extraLife(); } break; case 6: HpControl baseHealth = Base.GetComponent <HpControl>(); if (baseHealth != null) { baseHealth.GainHealth(30); } break; case 7: HpControl shpHealth = Ship.GetComponentInChildren <HpControl>(); if (shpHealth != null) { shpHealth.GainHealth(30); } break; case 8: Shot Sprd = Ship.GetComponentInChildren <Shot>(); if (Sprd != null) { Sprd.SpreadLevelUp(); } break; case 9: BulletCollection bullLvl = Ship.GetComponentInChildren <BulletCollection>(); bullLvl.LevelUp(); break; default: break; } } }