private void Update()
    {
        if (gameOver)
        {
            return;
        }

        uiGoldResource.SetValue(island.GetResourceAmount(Island.ResourceType.Gold));
        uiAmmoResource.SetValue(island.GetResourceAmount(Island.ResourceType.Ammo));
        uiSoldiersResource.SetValue(island.GetResourceAmount(Island.ResourceType.Soldier));

        if (currentBuilding)
        {
            var pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            currentBuilding.transform.position = new Vector3(pos.x, pos.y, currentBuilding.transform.position.z);

            island.HighlightCellsForConstructible(currentBuilding);
        }

        if (Input.GetMouseButtonDown(0) && currentBuilding != null)
        {
            if (island.CanBuildConstructible(currentBuilding) && island.CanUseResource(Island.ResourceType.Gold, currentPrice))
            {
                island.BuildConstructible(currentBuilding);
                island.UseResource(Island.ResourceType.Gold, currentPrice);
            }
            else
            {
                DestroyObject(currentBuilding);
            }

            currentBuilding = null;
            island.UnhighlightAll();
        }

        if (Input.GetButtonDown("Cancel") && currentBuilding != null)
        {
            DestroyObject(currentBuilding);

            currentBuilding = null;
            island.UnhighlightAll();
        }

        timeBeforeNextWave -= Time.deltaTime;
        statusBar.SetWave(wave);
        statusBar.SetNextWaveIn(timeBeforeNextWave);
        statusBar.SetShipsBoarded(shipsBoarded, maxShipsBoarding);

        shipSpawnDelay -= Time.deltaTime;

        if (!waveEnded && shipSpawnDelay < 0.0f && shipsLeftToSpawn > 0)
        {
            SpawnShip();

            shipSpawnDelay = shipSpawnInterval;
            shipsLeftToDestroy++;
            shipsLeftToSpawn--;
        }
    }
 private void Start()
 {
     currency.SetValue(price);
     button.onClick.AddListener(OnBuildClicked);
 }