public void WindowUnlockSkill() { // When SkillButton is clicked // DEBUG //Debug.Log("Player Currency: " + playerScript.GetCurrency()); //Debug.Log("Player Level: " + playerScript.GetLevelSystem().GetLevelNumber()); //Debug.Log("Shield Unlocked: " + playerScript.GetPlayerSkills().IsSkillUnlocked(PlayerSkills.SkillType.Shield)); if (playerScript.GetCurrency() >= 0) { // if (playerScript.GetCurrency() >= 20 && playerScript.levelSystem.GetLevelNumber() >= 2 // && !(playerSkills.IsSkillUnlocked(PlayerSkills.SkillType.Shield))) // //&& (EventSystem.current.currentSelectedGameObject == shieldButton)) // { // Debug.Log("Skill Unlocked!"); // playerSkills.UnlockSkill(PlayerSkills.SkillType.Shield); // playerScript.SubtractCurrency(20); // currency.currencyText.text = "Currency: " + playerScript.GetCurrency(); // Debug.Log("Player Currency (AFTER): " + playerScript.GetCurrency()); // } // else //if (playerScript.GetCurrency) // Further define the else condition - 8/31/2020 // { // Debug.Log("Not enough currency or level"); // } } // Other ways to use SetSelectedGameObject //EventSystem.current.SetSelectedGameObject(skillTreeButton); //eventSystem.GetComponent<UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(currentSelectedGameObjectPrevious); /* * if (EventSystem.current.currentSelectedGameObject == null) * { * EventSystem.current.SetSelectedGameObject(resumeButton); * } */ //EventSystem.current.SetSelectedGameObject(lastSelectedGameObject); }