public void BuySecAmmo() { PlayerWeapons weapon = playerWeapon.GetComponent <PlayerWeapons>(); BulletInventory bullets = playerWeapon.GetComponent <BulletInventory>(); if (weapon.GetSecWeapon() == "228 Compact") { if (bullets.GetSecTotalBullets() < bullets.GetSecMaxTotalBullets()) { int BulletsToBuy = bullets.GetSecMaxTotalBullets() - bullets.GetSecTotalBullets(); int CashNeeded = 7 * BulletsToBuy; // if hvae enough money to fill up to max total bullets if (weapon.GetCash() >= CashNeeded) { weapon.AddCash(-CashNeeded); bullets.SetSecTotalBullets(bullets.GetSecMaxTotalBullets()); } else { // Not enough money to buy all of the "needed to fill up to max total bullets" // So we buy until have no money int BulletsICanBuy = weapon.GetCash() / 7; weapon.AddCash(-(BulletsICanBuy * 7)); bullets.SetSecTotalBullets(bullets.GetSecTotalBullets() + BulletsICanBuy); } } } else if (weapon.GetSecWeapon() == "Desert Eagle") { if (bullets.GetSecTotalBullets() < bullets.GetSecMaxTotalBullets()) { int BulletsToBuy = bullets.GetSecMaxTotalBullets() - bullets.GetSecTotalBullets(); int CashNeeded = 28 * BulletsToBuy; // if hvae enough money to fill up to max total bullets if (weapon.GetCash() >= CashNeeded) { weapon.AddCash(-CashNeeded); bullets.SetSecTotalBullets(bullets.GetSecMaxTotalBullets()); } else { // Not enough money to buy all of the "needed to fill up to max total bullets" // So we buy until have no money int BulletsICanBuy = weapon.GetCash() / 28; weapon.AddCash(-(BulletsICanBuy * 28)); bullets.SetSecTotalBullets(bullets.GetSecTotalBullets() + BulletsICanBuy); } } } }