differentiate between 3 types of powerups

hi guys i have 3 kinds of powerUps and i want to each of them to do something different
for that i used gameObject.Find

but its dosent seems to work(it aint adding points as it should be)

using UnityEngine;
using System.Collections;

public class PowerUpScript : MonoBehaviour {


//	GameObject powerUp1;
//	GameObject powerUp2;
//	GameObject powerUp3;

	// Use this for initialization
	void Start () {
		rigidbody.AddTorque( Vector3.forward * 60f );
//		powerUp1 = GameObject.Find ("powerUp");
//		powerUp2 = GameObject.Find ("powerUp 2");
//		powerUp3 = GameObject.Find ("powerUp 3");

	}
	void Update()
	{

	}

	
	void OnTriggerEnter (Collider other) 
	{
//		
		PadleScript paddleScript = GameObject.Find ("paddle").GetComponent<PadleScript>();
		if (GameObject.Find ("powerUp"))
			paddleScript.AddPoints (100);
		if (GameObject.Find ("powerUp 1"))
			paddleScript.AddPoints (100);
		if (GameObject.Find ("powerUp 2"))
			paddleScript.AddPoints (150);



		Destroy (gameObject);
	}
}

and here is my other script where the powerups array is initialized:

using UnityEngine;
using System.Collections;

public class BrickScript : MonoBehaviour {
	
	static int numBricks = 0;
	public int pointValue = 10;
	public int hitPoints = 1;
	public int powerUpChance = 3;
	
	public GameObject[] powerUpPrefabs;

//	public GameObject BrickMovePrebaf;
	GameObject BrickMove;

	
	// Use this for initialization
	void Start () {
		numBricks++;
	}
	
	// Update is called once per frame
	void Update () {
		BrickMove = GameObject.Find ("brickMove");
		if (BrickMove) {
			if (transform.position.x > 7.5f)
				rigidbody.AddForce(300*Input.GetAxis ("Horizontal"),0,0);
			if (transform.position.x < -7.5f)
				rigidbody.AddForce(-300*Input.GetAxis ("Horizontal"),0,0);
		}		                           
		
	}
	
	void OnCollisionEnter( Collision col ) {
		hitPoints--;
		
		if ( hitPoints <= 0 ) {
			Die();
		}
	}
	
	void Die() {
		Destroy( gameObject );
		PadleScript paddleScript = GameObject.Find ("paddle").GetComponent<PadleScript>();
		paddleScript.AddPoints (pointValue);
		numBricks--;

		if ( Random.Range(0, powerUpChance) == 0 ) 
			Instantiate( powerUpPrefabs[ Random.Range(0, powerUpPrefabs.Length) ] , transform.position, Quaternion.identity );


		
		if ( numBricks <= 0 ) 
		{
			Application.LoadLevel(Application.loadedLevel + 1);
		}
	}
}

thanks

See this Detecting a Collision between specific two objects? - Unity Answers

anyone Else?