//Gives player dust, reactivates emissions and updates the amount of dust text
 void UpdateDust()
 {
     if (gameObject.activeSelf == true)
     {
         timer = HappinessController.happinessMultiplier;
         sc1.GetDust(timer);
         // ParticleSystem em = GetComponent<ParticleSystem>();
         //em.Stop();
         //em.Play();
         DustAmount = PlayerPrefs.GetInt("Magic Dust ");
         sc1.UpdateDust();
     }
     else
     {
         CancelInvoke();
         //scratchCounter = 0;
     }
 }
 // Use this for initialization
 void Start()
 {
     DustAmount = PlayerPrefs.GetInt("Magic Dust ");
     sc1        = dustAmount.GetComponent <DustController>();
     sc1.UpdateDust();
 }