public void takeArmour(int level)
    {
        //go through the list of saved armours
        for (int i = 0; i < armourList.playerArmour.Count; i++)
        {
            //if the armour matches the one chosen
            if (armourList.playerArmour[i].level == level)
            {
                //set it as current armour
                currentArmour      = armourList.playerArmour[i];
                currentArmourIndex = i;

                //change it in the other script
                GameObject playerArmour = GameObject.Find("PlayerArmour");
                if (playerArmour == null)
                {
                }

                else
                {
                    playerArmour playerArmourScript = playerArmour.GetComponent <playerArmour>();
                    playerArmourScript.changeArmour(currentArmour, currentArmourIndex);

                    //notify user that armour was taken
                    notificationBox.GetComponentInChildren <Text>().text = "Your current armour is level " + (currentArmour.level + 1);
                    break;
                }
            }
        }
    }
    private void Awake()
    {
        DontDestroyOnLoad(transform.gameObject);

        if (playerArmourInstance == null)
        {
            playerArmourInstance = this;
        }
        else
        {
            Destroy(gameObject);
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        //show what current armour level is
        GameObject playerArmour = GameObject.Find("PlayerArmour");

        if (playerArmour == null)
        {
        }

        else
        {
            playerArmour playerArmourScript = playerArmour.GetComponent <playerArmour>();

            //display level is + 1 compared to level it is saved as
            notificationBox.GetComponentInChildren <Text>().text = "Your current armour is level " + (playerArmourScript.GetArmour().level + 1);
        }

        //get the data of what armour the person has
        ArmourData data = SaveSystem.loadArmour();

        if (data != null)
        {
            armourList.playerArmour = data.playerArmour;
        }

        //disable icons as default
        for (int i = 0; i < armourIcons.Length; i++)
        {
            armourIcons[i].SetActive(false);
        }

        //enable icons
        for (int i = 0; i < armourList.playerArmour.Count; i++)
        {
            int armourNum = armourList.playerArmour[i].level;
            armourIcons[armourNum].SetActive(true);
            numberArmourAvailable[armourNum] = numberArmourAvailable[armourNum] + 1;
            armourIcons[armourNum].GetComponentInChildren <Text>().text = "Take Armour (Number Owned: " + numberArmourAvailable[armourNum] + ")";
        }
    }