[SerializeField] private Sprite[] bakerSprites = default;     // reference to the list of possible baker sprites


    void Start()
    {
        // Setup trade reference lists (and only do so once per game launch)
        if (Trade.HundredTrades == null)
        {
            Trade.CreateHundredTradesList();
        }
        if (Trade.AllLayouts == null)
        {
            Trade.CreateTradeLayoutsList();
        }
        if (Trade.OneTrades == null)
        {
            Trade.CreateTradesLists();
        }
        else
        {
            Trade.ShuffleTradesLists();     // if the trade lists have already been created in a previous round, just reshuffle them
        }
        // Choose a set from the 100 list to be the final target
        int   rand     = Random.Range(0, Trade.HundredTrades.Count);
        Trade mcGuffin = Trade.HundredTrades[rand];

        goldenTrade.DisplayTrade(mcGuffin);

        // Choose another set from the 100 list to be the player's starting inventory.  Deep copy to avoid
        // changing the list as the player's inventory changes
        rand = Random.Range(0, Trade.HundredTrades.Count);
        Dictionary <Muffin, int> startingInventory = new Dictionary <Muffin, int>(Trade.HundredTrades[rand].Buying);

        shopMenu.SetInitialPlayerInventory(startingInventory);

        // Distribute other trades to the normal shops by iterating through the shops list and trades lists concurrently
        int onesCounter   = 0;
        int twosCounter   = 0;
        int threesCounter = 0;

        for (int i = 0; i < shops.Length; i++)
        {
            shops[i].Layout = Trade.AllLayouts[i];
            switch (Trade.AllLayouts[i])
            {
            case Trade.ShopLayout.GOLD:
                // the golden shop is handled above
                break;

            case Trade.ShopLayout.ONE_THREE_ONE:
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                shops[i].Trades.Add(Trade.ThreeTrades[threesCounter]);
                threesCounter++;
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                break;

            case Trade.ShopLayout.ONE_TWO_ONE:
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                shops[i].Trades.Add(Trade.TwoTrades[twosCounter]);
                twosCounter++;
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                break;

            case Trade.ShopLayout.TWO_TWO_TWO:
                shops[i].Trades.Add(Trade.TwoTrades[twosCounter]);
                twosCounter++;
                shops[i].Trades.Add(Trade.TwoTrades[twosCounter]);
                twosCounter++;
                shops[i].Trades.Add(Trade.TwoTrades[twosCounter]);
                twosCounter++;
                break;

            case Trade.ShopLayout.TWO_ONE_TWO:
                shops[i].Trades.Add(Trade.TwoTrades[twosCounter]);
                twosCounter++;
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                shops[i].Trades.Add(Trade.TwoTrades[twosCounter]);
                twosCounter++;
                break;

            case Trade.ShopLayout.ONE_ONE_ONE_ONE:
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                shops[i].Trades.Add(Trade.OneTrades[onesCounter]);
                onesCounter++;
                break;
            }
        }

        // Randomly assign a baker to each shop
        System.Random rng = new System.Random();
        int           n   = bakerSprites.Length;

        while (n > 1)
        {
            int k;
            do
            {
                k = rng.Next(n);
            } while (k == 0);       // NOTE: we want to leave bakerSprites[0] in place
            n--;
            Sprite value = bakerSprites[k];
            bakerSprites[k] = bakerSprites[n];
            bakerSprites[n] = value;
        }
        for (int i = 0; i < shops.Length; i++)
        {
            shops[i].BakerSprite = bakerSprites[i];
        }

        // Start clock
        Clock = 0;
        InvokeRepeating("ClockTick", 1, 1);
    }