Creating Modular Powerup Systems
When creating powerups, the developer can create a custom script for each one, but if there are many (the most possible), it doesn’t make sense
Instead, we can create a specific powerup script than can be attached to any powerup
- Each powerup is a prefab, a GameObject
- The behaviour of each powerup can be set using a switch statement in OnTriggerEnter function

Now, to spawn the powerups we use the SpawnManager GameObject and its script
- In the script, we create an array of type GameObject to include all the powerups
- The powerups must be assigned in the Editor
- For instantiating powerups randomly, Random.Range can be used

