//bool AddSkill(SkillNode) //Adds the specified skill to the character public bool AddSkill(SkillNode node) { if (node.GetSkillType() == SkillData.SkillType.Attack) { if (!actionSkills.Contains(node)) { actionSkills.Add(node); return(true); } return(false); } else if (node.GetSkillType() == SkillData.SkillType.StatPassive) { if (!passiveSkills.Contains(node)) { passiveSkills.Add(node); return(true); } return(false); } else if (node.GetSkillType() == SkillData.SkillType.SkillPassive) { if (!upgradeSkills.Contains(node)) { upgradeSkills.Add(node); return(true); } return(false); } //I don't work with Enums too often. // //I can't imagine anything will get past the if-else, but just in case...// return(false); }