public void ShowTraitRewards()
        {
            //Debug.Log("ClassChangePanelController.ShowTraitRewards()");

            ClearTraitRewardIcons();
            // show trait rewards
            CapabilityProps capabilityProps = classSpecialization.GetFilteredCapabilities(playerManager.ActiveCharacter);

            if (capabilityProps.TraitList.Count > 0)
            {
                traitsArea.gameObject.SetActive(true);
            }
            else
            {
                traitsArea.gameObject.SetActive(false);
                return;
            }
            for (int i = 0; i < capabilityProps.TraitList.Count; i++)
            {
                if (capabilityProps.TraitList[i] != null)
                {
                    RewardButton rewardIcon = objectPooler.GetPooledObject(rewardIconPrefab, traitIconsArea.transform).GetComponent <RewardButton>();
                    rewardIcon.Configure(systemGameManager);
                    rewardIcon.SetOptions(rectTransform, false);
                    rewardIcon.SetDescribable(capabilityProps.TraitList[i]);
                    traitRewardIcons.Add(rewardIcon);
                    if ((capabilityProps.TraitList[i] as StatusEffect).RequiredLevel > playerManager.MyCharacter.CharacterStats.Level)
                    {
                        rewardIcon.StackSizeText.text  = "Level\n" + (capabilityProps.TraitList[i] as StatusEffect).RequiredLevel;
                        rewardIcon.HighlightIcon.color = new Color32(255, 255, 255, 80);
                    }
                }
            }
        }
        public void ShowTraitRewards()
        {
            //Debug.Log("ClassChangePanelController.ShowTraitRewards()");

            ClearTraitRewardIcons();
            // show trait rewards
            if (classSpecialization != null && classSpecialization.GetFilteredCapabilities(NewGamePanel.MyInstance).TraitList.Count > 0)
            {
                CapabilityProps capabilityProps = classSpecialization.GetFilteredCapabilities(NewGamePanel.MyInstance);
                traitLabel.SetActive(true);
                // move to bottom of list before putting traits below it
                traitLabel.transform.SetAsLastSibling();
                for (int i = 0; i < capabilityProps.TraitList.Count; i++)
                {
                    if (capabilityProps.TraitList[i] != null)
                    {
                        NewGameAbilityButton rewardIcon = Instantiate(rewardIconPrefab, abilityButtonArea.transform).GetComponent <NewGameAbilityButton>();
                        rewardIcon.AddAbility(capabilityProps.TraitList[i]);
                        traitRewardIcons.Add(rewardIcon);

                        /*
                         * if ((characterClass.TraitList[i] as StatusEffect).MyRequiredLevel > 1) {
                         *  rewardIcon.StackSizeText.text = "Level\n" + (characterClass.TraitList[i] as StatusEffect).MyRequiredLevel;
                         *  rewardIcon.MyHighlightIcon.color = new Color32(255, 255, 255, 80);
                         * }
                         */
                    }
                }
            }
            else
            {
                traitLabel.SetActive(false);
            }
        }