private void ControlPowerUps() { //if the high jump power-up runs out, disable high jump if (_highJumpEnabled && Time.time > _highJumpEnds) { _highJumpEnabled = false; Destroy(_currentParticleEffectHJ); } //if the double points power-up runs out, set point multiplier to 1 if (_pointMultiplier > 1 && Time.time > _doublePointsEnds) { Destroy(_currentParticleEffectMult); _pointMultiplier = 1; } //if the freeze power-up runs out, set water to unfrozen if (WaterController.isWaterFrozen() && Time.time > _freezeEnds) { WaterController.Unfreeze(); } //if the jetpack power-up runs out, disable jetpack if (_jetpackEnabled && Time.time > _jetpackEnds) { Destroy(_currentJetPackEffect); _jetpackEnabled = false; Anim.SetBool("JetPack", false); } //if the hoover power-up runs out, disable hoover if (HooverEnabled && Time.time > _hooverEnds) { Destroy(_currentVacuumEffect); Anim.runtimeAnimatorController = withoutVacuumAnimator; HooverEnabled = false; Debug.Log("Hoover disabled"); // Anim.runtimeAnimatorController = withoutVacuum; Anim.SetBool("JetPack", _jetpackEnabled); } }