// Render a FeatherAndCount (struct) to an IconAndCount (prefab)
 public static void RenderFeatherAndCount(FeatherAndCount feathAndCount, GameObject obj)
 {
     obj.SetActive(GameData.singleton.feathersUnlocked[(int)feathAndCount.type]);
     obj.GetComponentInChildren <Image>().sprite = null; // clear the sprite in case of weird sprite change bug
     obj.GetComponentInChildren <Image>().sprite = SpriteManager.GetSprite(feathAndCount.type.GetImage());
     obj.GetComponentInChildren <Image>().color  = feathAndCount.type.GetColor();
     obj.GetComponentInChildren <Text>().text    = feathAndCount.count.ToString();
 }
 public static void RenderFeatherAndCountIgnoringUnlocks(FeatherAndCount feathAndCount, GameObject obj)
 {
     RenderFeatherAndCount(feathAndCount, obj);
     obj.SetActive(true);
 }