/// <summary> /// Player collected powerup so check which kind it was. /// </summary> public PlayerPowerupTypes CollectPowerup(SoundManager soundManager) { PlayerPowerupTypes currentType = powerup.GetCurrentType(); switch (currentType) { case PlayerPowerupTypes.INVINCIBILTY: soundManager.PlaySound(SoundEffectType.SOUND_INVINCIBILITY, false); break; case PlayerPowerupTypes.MAGNET: soundManager.PlaySound(SoundEffectType.SOUND_MAGNET, false); break; case PlayerPowerupTypes.THIN: soundManager.PlaySound(SoundEffectType.SOUND_THIN, false); break; } powerupGameObject.SetActive(false); StopAllCoroutines(); return(currentType); }