//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);
        }