public void SetButtonActive() // Activates when player gets an orb! BEFORE clicking a button. { if (myMutationManager.DoubleJump == false) // if we don't have doublejump yet... { if (myMutationManager.GetCurrentMutationCurrency() != 0) { foreach (Button buttons in tier1) { buttons.interactable = true; buttons.GetComponent <Image>().sprite = doubleJumpSprite; } foreach (Button buttons in tier2) { buttons.interactable = false; buttons.GetComponent <Image>().sprite = questionMarkSprite; } } else { return; } } else if (myMutationManager.DoubleJump && myMutationManager.GetCurrentMutationCurrency() != 0) // if we DO have doublejump and we have currency... { print("We have double jump!"); tier2SuperSpeed.GetComponentInChildren <Image>().sprite = superSpeedSprite; tier2TripleJump.GetComponentInChildren <Image>().sprite = tripleJumpSprite; if (myMutationManager.SuperSpeed) // and we have Super Speed.. { tier1DoubleJump.interactable = false; // TEST try to delete this, may work anyways. tier2SuperSpeed.interactable = false; // set it to inactive. tier2TripleJump.interactable = true; } if (myMutationManager.TripleJump) // and if we have Triple Jump... { tier1DoubleJump.interactable = false; // TEST try to delete this, may work anyways. tier2SuperSpeed.interactable = true; tier2TripleJump.interactable = false; } else if (myMutationManager.TripleJump == false && myMutationManager.SuperSpeed == false) { tier2SuperSpeed.interactable = true; tier2TripleJump.interactable = true; } } }