void OnCollisionEnter(Collision coll)
{
switch (coll.gameObject.tag) {
case "DestroyPlayerOnImpact":
this.gameObject.GetComponent<PlayerPowerUpController> ().DeactivatePowerUp (null);
DeathController.KillPlayer (this.gameObject, DeathController.DeathCause.Lava);
break;
case "Bouncy":
bouncyForce = rb.mass * 275.0F;
bounceVector = new Vector3 (0, bouncyForce, 0);
rb.AddForce (bounceVector);
currBouncePadMat = coll.gameObject.GetComponent<MeshRenderer>().material;
currBouncePadMat.EnableKeyword("_EMISSION");
timePassed = 0.0f;
bouncePadMatActive = true;
break;
case "Icey":
pc.OnIce ();
break;
}
}