} // end update

    public void _HousingUpgrade()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();
        Worker_Manager   workerManagerScript   = workerManager.GetComponent <Worker_Manager>();

        if (resourceManagerScript.wood >= housingCostWood && resourceManagerScript.stone >= housingCostStone)
        {
            ++housingLevel;
            resourceManagerScript.wood  -= housingCostWood;
            resourceManagerScript.stone -= housingCostWood;

            float newHousingCostWood = (float)housingCostWood * upgradeCostMultiplier;
            housingCostWood = (int)newHousingCostWood;

            float newHousingCostStone = (float)housingCostStone * upgradeCostMultiplier;
            housingCostStone = (int)newHousingCostStone;

            workerManagerScript.workersIdle += 5;
        }
    }
  } // end _RHUNTCLICKER(

  public void _MHuntClicker()
  {
    // update the resource manager when the button is clicked
    Resource_Manager resourceManagerScript = resourceManager.GetComponent<Resource_Manager>();
    Worker_Manager workerManagerScript = workerManager.GetComponent<Worker_Manager>();
    Event_Manager_System eventManagerScript = eventManager.GetComponent<Event_Manager_System>();

    // if the button is off cooldown add time to cooldown then increase the resource count
    if (mHuntOffCooldown)
    {
      if (Random.Range(1, 10) + mHuntDeathMod + ((float)workerManagerScript.workersMonsterHunt / 2) <= 7)
      {
        if (workerManagerScript.workersMonsterHunt > 0)
        {
          workerManagerScript.workersMonsterHunt -= Random.Range(1, 3);

          if (workerManagerScript.workersMonsterHunt < 0)
          {
            workerManagerScript.workersMonsterHunt = 0;
          } // end setting the workers to 0 is they are lower

        } // end REMOVE WORKER
        eventManagerScript.mHuntCount += 1;

      } // end CHECK IF HUNT SUCCESSFUL

      else
      {
        mHuntCooldownTimer = Time.time + mHuntCooldownLength;
        resourceManagerScript.mBone += resourceManagerScript.mBoneClickIncrease;
        resourceManagerScript.mTeeth += resourceManagerScript.mTeethClickIncrease;
        resourceManagerScript.mPelt += resourceManagerScript.mPeltClickIncrease;
        resourceManagerScript.food += resourceManagerScript.mMeatClickIncrease;
        resourceManagerScript.mScale += resourceManagerScript.mScaleClickIncrease;

      } // end ELSE

    }

  } // end MHUNTCLICKER
    // Update is called once per frame
    void Update()
    {
        Resource_Manager resourceManagerScript = resourceManager.GetComponent <Resource_Manager>();

        Upgrade_Manager upgradeManagerScript = upgradeManager.GetComponent <Upgrade_Manager>();

        Worker_Manager workerManagerScript = workerManager.GetComponent <Worker_Manager>();

        Build_Manager buildManagerScript = buildManager.GetComponent <Build_Manager>();

        // start game
        if (eventOne)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You wake up on the bank of a river with no knowledge of where or who you are.";
            eventOne       = false;
            eventTwo       = true;

            woodResource.gameObject.SetActive(true);
            woodButton.gameObject.SetActive(true);
        } // end event One

        // over 100 wood
        if (resourceManagerScript.wood >= 50 && eventTwo)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "While the environment isn't foreign you can't remember how to get back where you came from.";
            eventTwo       = false;
            eventThree     = true;

            buildPanel.gameObject.SetActive(true);
            houseUpgrade.gameObject.SetActive(true);
            stoneResource.gameObject.SetActive(true);
            stoneButton.gameObject.SetActive(true);
        } // end event two

        // build house
        if (upgradeManagerScript.housingLevel >= 1 && eventThree)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "A stranger stumbles out of the woods with wounds all over his body. A giant beast appears behind him and with" +
                             "a struggle you both bring the beast down. He like your house but says when he heals he could do it better";
            eventThree = false;
            eventFour  = true;

            workerPanel.gameObject.SetActive(true);
            lumberjacksWorker.gameObject.SetActive(true);
            stoneWorker.gameObject.SetActive(true);
            hunterWorker.gameObject.SetActive(true);
            fisherWorker.gameObject.SetActive(true);
            fishingButton.gameObject.SetActive(true);
            huntButton.gameObject.SetActive(true);
            boneResource.gameObject.SetActive(true);
            teethResource.gameObject.SetActive(true);
            furResource.gameObject.SetActive(true);
            meatResource.gameObject.SetActive(true);
            fishResource.gameObject.SetActive(true);
            axeUpgrade.gameObject.SetActive(true);
            carvingUpgrade.gameObject.SetActive(true);
            bowUpgrade.gameObject.SetActive(true);
            skinningUpgrade.gameObject.SetActive(true);
            fishingUpgrade.gameObject.SetActive(true);
        } // end event three

        // pop over 40
        if (workerManagerScript.totalWorkers >= 40 && eventFour)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "The village has gotten big enough, to start fighting back.";
            eventFour      = false;
            eventFive      = true;

            huntMonsterButton.gameObject.SetActive(true);
            monsterBoneResource.gameObject.SetActive(true);
            monsterTeethResource.gameObject.SetActive(true);
            monsterPeltResource.gameObject.SetActive(true);
            monsterMeatResource.gameObject.SetActive(true);
            monsterScalesResource.gameObject.SetActive(true);
        } // end event four

        // gone on 10 monster hunts
        if (mHuntCount >= 10 && eventFive)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You find what looks like a cave opening on your latest hunt. It looks full of resources. It may be mineable.";
            eventFive      = false;
            eventSix       = true;

            mineStabilityUpgrade.gameObject.SetActive(true);
        } // end event five

        // built mine
        if (buildManagerScript.mineBuilt && eventSix)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "This mine will help us advance our town and better defend ourselves from the monsters";
            eventSix       = false;
            eventSeven     = true;

            mineWorker.gameObject.SetActive(true);
            ironResource.gameObject.SetActive(true);
            ironOreResource.gameObject.SetActive(true);
            coalResource.gameObject.SetActive(true);
            steelResource.gameObject.SetActive(true);
            mineStabilityUpgrade.gameObject.SetActive(true);
            pickaxeUpgrade.gameObject.SetActive(true);
            blacksmithBuild.gameObject.SetActive(true);
            mineSwitch.gameObject.SetActive(true);
        } // end event six

        // on blacksmithBuild
        if (buildManagerScript.blacksmithBuilt && eventSeven)
        {
            eventPanel.gameObject.SetActive(true);
            eventText.text = "You have the tools to build a might city now that will attract people scattered all around the land.";
            eventSeven     = false;

            buildPanel.gameObject.SetActive(true);
            herbButton.gameObject.SetActive(true);
            leatherResource.gameObject.SetActive(true);
            herbResource.gameObject.SetActive(true);
            RelicsResource.gameObject.SetActive(true);
            tradingPostBuild.gameObject.SetActive(true);
            wallBuild.gameObject.SetActive(true);
            tanneryBuild.gameObject.SetActive(true);
            ironForgeBuild.gameObject.SetActive(true);
            trainingHutBuild.gameObject.SetActive(true);
            smokeHouseBuild.gameObject.SetActive(true);
            herbalistBuild.gameObject.SetActive(true);
            enchanterBuild.gameObject.SetActive(true);
            ritualTable.gameObject.SetActive(true);
            chiefsHut.gameObject.SetActive(true);
        }
    } // end update
    // Update is called once per frame
    void Update()
    {
        // set displays for all of the
        woodDisplay.text  = "Wood: " + wood;
        stoneDisplay.text = "Stone: " + stone;

        boneDisplay.text  = "Bone: " + bone;
        teethDisplay.text = "Teeth: " + teeth;
        furDisplay.text   = "Fur: " + fur;
        meatDisplay.text  = "Food: " + food;

        herbDispaly.text = "Herb: " + herb;

        ironOreDisplay.text = "Iron Ore: " + ironOre;
        ironDispaly.text    = "Iron: " + iron;
        coalDisplay.text    = "Coal: " + coal;
        steelDisplay.text   = "Steel: " + steel;

        leatherDisplay.text = "Leather: " + leather;

        mBoneDisplay.text   = "Monster Bone: " + mBone;
        mTeethDisplay.text  = "Monster Teeth: " + mTeeth;
        mPeltDisplay.text   = "Monster Pelt: " + mPelt;
        mScalesDisplay.text = "Monster Scales: " + mScale;

        relicDisplay.text = "Relics: " + relic;

        // set up call to other managers
        Worker_Manager workerManagerScript = workerManager.GetComponent <Worker_Manager>();

        // run auto click ever ten seconds
        if (autoCooldownTimer <= Time.time)
        {
            // set new timer to current time + the auto time - reduction time while keeping it in between 0 and 10
            autoCooldownTimer = Time.time + autoClickTimeInterval;

            // add (click increase * click upgrade) * number of workers to each resource variable
            wood  += (woodClickIncrease * woodClickUpgradeMultiplier) * (workerManagerScript.workersWood + 1);
            stone += (stoneClickIncrease * stoneClickUpgradeMultiplier) * (workerManagerScript.workersStone + 1);

            bone  += (boneClickIncrease * boneClickUpgradeMultiplier) * (workerManagerScript.workersRegularHunt + 1);
            teeth += (teethClickIncrease * boneClickUpgradeMultiplier) * (workerManagerScript.workersRegularHunt + 1);
            fur   += (furClickIncrease * furClickUpgradeMultiplier) * (workerManagerScript.workersRegularHunt + 1);
            food  += (meatClickIncrease * meatClickUpgradeMultiplier) * (workerManagerScript.workersRegularHunt + 1);
            food  += (fishClickIncrease * fishClickUpgradeMultiplier) * (workerManagerScript.workersFisher + 1);
            herb  += (herbClickIncrease * herbClickUpgradeMultiplier) * (workerManagerScript.workersHerb + 1);

            ironOre += (ironOreClickIncrease * ironOreClickUpgradeMultiplier) * (workerManagerScript.workersMine + 1);
            coal    += (coalClickIncrease * coalClickUpgradeMultiplier) * (workerManagerScript.workersMine + 1);


            mBone  += (mBoneClickIncrease * mBoneClickUpgradeMultiplier) * (workerManagerScript.workersMonsterHunt + 1);
            mTeeth += (mTeethClickIncrease * mBoneClickUpgradeMultiplier) * (workerManagerScript.workersMonsterHunt + 1);
            mPelt  += (mPeltClickIncrease * mPeltClickUpgradeMultiplier) * (workerManagerScript.workersMonsterHunt + 1);
            food   += (mMeatClickIncrease * mMeatClickUpgradeMultiplier) * (workerManagerScript.workersMonsterHunt + 1);
            mScale += (mScaleClickIncrease * mScaleClickUpgradeMultiplier) * (workerManagerScript.workersMonsterHunt + 1);

            food -= (workerManagerScript.workersWood + workerManagerScript.workersStone + workerManagerScript.workersRegularHunt
                     + workerManagerScript.workersMine + workerManagerScript.workersMonsterHunt
                     + workerManagerScript.workersFisher);

            if (food < 0)
            {
                if (workerManagerScript.workersIdle > 3)
                {
                    workerManagerScript.workersIdle -= 3;
                }

                else if (workerManagerScript.workersWood > 3)
                {
                    workerManagerScript.workersWood -= 3;
                }

                else if (workerManagerScript.workersStone > 3)
                {
                    workerManagerScript.workersStone -= 3;
                }

                else if (workerManagerScript.workersRegularHunt > 3)
                {
                    workerManagerScript.workersRegularHunt -= 3;
                }

                else if (workerManagerScript.workersHerb > 3)
                {
                    workerManagerScript.workersHerb -= 3;
                }

                else if (workerManagerScript.workersMine > 3)
                {
                    workerManagerScript.workersMine -= 3;
                }

                else if (workerManagerScript.workersMonsterHunt > 3)
                {
                    workerManagerScript.workersMonsterHunt -= 3;
                }

                else if (workerManagerScript.workersFisher > 3)
                {
                    workerManagerScript.workersFisher -= 3;
                }
            }
        }
    }     // end UPDATE