public bool storeCollectible(Collectible collectableToStore)
        {
            for (int i = 0; i < collectionRequirements.Count; i++)
            {
                if (collectionRequirements[i].neededCollectible == collectableToStore.type && collectionRequirements[i].storedCollectibles < collectionRequirements[i].numberOfNeededCollectibles)
                {
                    CollectionRequirement collectionReq = collectionRequirements[i];
                    collectionReq.storedCollectibles++;
                    collectionRequirements[i] = collectionReq;
                    collectionRequirements[i].numberStoredUIText.text = collectionRequirements[i].storedCollectibles.ToString();
                    Destroy(collectableToStore);
                    return(true);
                }
            }

            return(false);
        }
        // Update is called once per frame
        void Update()
        {
            bool allItemsStored = true;

            //if has number of need collectibles do cool upgrade stuff here
            for (int i = 0; i < collectionRequirements.Count; i++)
            {
                CollectionRequirement collectionReq = collectionRequirements[i];
                collectionReq.numberStoredUIText.text   = collectionRequirements[i].storedCollectibles.ToString();
                collectionReq.numberStorableUIText.text = collectionRequirements[i].numberOfNeededCollectibles.ToString();

                collectionRequirements[i] = collectionReq;
                if (collectionRequirements[i].storedCollectibles < collectionRequirements[i].numberOfNeededCollectibles)
                {
                    allItemsStored = false;
                }
            }
            if (OnAllItemsCollected != null && allItemsStored)
            {
                OnAllItemsCollected();
                OnAllItemsCollected = null;
            }
        }