//include setters for manually setting stats
void PickedUp(Player player)
{
switch (gemType)
{
case 1:
gem = new StrengthGem();
break;
case 2:
gem = new AgilityGem();
break;
case 3:
gem = new IntelligenceGem();
break;
case 4:
gem = new HealthGem();
break;
case 5:
gem = new ManaGem();
break;
case 6:
Debug.Log("Would be skill Gem");
//insert skill gem here when done
break;
}
gem.setOwner(player);
gem.Initialize(quality); //MUST CALL. think of this as running the Start() function, but Gem does not inherit from monobehaviour. Its its own man, taking orders from no base class.
Debug.Log(gem.getDescription());
//Set stats for gem before adding to play
player.GetComponent<GemManager>().addGem(gem);
Destroy(gameObject);
}