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Question by jonathanbooker2911 · Feb 19, 2019 at 12:42 PM · scripting problemscripterror

Buy/Sell Function for shop not working.

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI;

public class Shop : MonoBehaviour { public InputField search; public string shopname; public float health; public float maxhealth; public float weight; public float maxweight; public int funds; public int repaircost; public GameObject player; public Currencies currencies; public bool SaleorBuy; public Text myGoldDisplay; public Transform itemParent; public Item item;

 public ShopSlot shopslot;

 public ShopSlot[] shopslots;
 public List<Item> itemList;

 public void Start()
 {
     itemList[0] = new Item("LongSword", 0, 3, 3, 3, "It's a fucking longsword and you using it to compensate for things.", "John");
     itemList[1] = new Item("ShortSword", 0, 5, 5, 5, "You're wearing your confidence", "John");
     itemList[2] = new Item("ShortSword", 0, 5, 5, 5, "You're wearing your confidence", "John");
     itemList[3] = new Item("ShortSword", 0, 5, 5, 5, "You're wearing your confidence", "John");
     itemList[4] = new Item("ShortSword", 0, 5, 5, 5, "You're wearing your confidence", "John");
 }

 public void Update()
 {
     UpdateShop();
     BuyItem(item);
     SellItem(item);
 }

 public void UpdateShop()
 {

     if (itemParent != null)
     {
         shopslots = itemParent.GetComponentsInChildren<ShopSlot>();
     }
         

     int i = 0;

     for(; i < itemList.Count && i < shopslots.Length; i++)
     {
         shopslots[i].item = itemList[i];
     }

     for(; i < shopslots.Length; i++)
     {
         shopslots[i].item = null;
     }
 }

 public void BuyItem(Item item)
 {
     if(Input.GetMouseButtonDown(0))
     {

         item = GetComponentInChildren<ShopSlot>().item;

         if (player.GetComponent<Currencies>().money > item.cost)
         {
             player.GetComponent<Currencies>().money -= item.cost;
             Debug.Log(funds);

         }
         else
         {
             Debug.Log("Not enough Gold");
         }
     }
 }

 public void SellItem(Item item)
 {
     if(Input.GetMouseButtonDown(1))
     {

         item = GetComponentInChildren<ShopSlot>().item;

         if (funds > item.cost)
         {            
             funds -= item.cost;
             Debug.Log(funds);
         }
         else
         {
             Debug.Log("Not enough Gold");
         }
     }        
 }

I want to get the information on the script that my mouse clicks. So my shop script can decide its worth.

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