public EffectValue(RelicsEffect relicseffect)
    {
        name          = relicseffect.name;
        relicseffects = new List <RelicsEffect>();

        relicseffects.Add(relicseffect);
    }
    public Relics(string relicsnum, string name, string explain, Sprite sprite, RelicsEffect relicseffect)
    {
        int temp;

        int.TryParse(relicsnum, out temp);

        this.relicsnum = temp;
        this.name      = name;
        this.explain   = explain;
        this.sprite    = sprite;

        this.relicseffect = relicseffect;
    }
    public void EffectValuesReset()
    {
        effects.Clear();

        for (int i = 0; i < player.Relics.Count; i++)
        {
            for (int j = 0; j < effects.Count; j++)
            {
                if (player.Relics[i].relicseffect.name == effects[j].name)
                {
                    RelicsEffect temp = effects[j].FindRelicsEffect(player.Relics[i].name);

                    //if (temp != null)
                    //{
                    //    temp.value += player.Relics[i].relicseffect.value;
                    //    temp.percent += player.Relics[i].relicseffect.percent;
                    //}
                    //else
                    //{
                    //    temp = new RelicsEffect(player.Relics[i].relicseffect.relicsname, player.Relics[i].relicseffect.name, player.Relics[i].relicseffect.value, player.Relics[i].relicseffect.percent);
                    //    effects[j].relicseffects.Add(temp);
                    //}

                    if (temp == null)
                    {
                        effects[j].relicseffects.Add(player.Relics[i].relicseffect);
                    }

                    break;
                }

                if (j == effects.Count - 1)
                {
                    effects.Add(new EffectValue(player.Relics[i].relicseffect));
                }
            }

            if (0 == effects.Count)
            {
                effects.Add(new EffectValue(player.Relics[i].relicseffect));
            }
        }
    }