/// <summary>
    ///
    /// </summary>
    private void ItemLoadState(List <Food_Section_Save_State> load,
                               List <GameObject> purchasable)
    {
        for (int i = 0; i < purchasable.Count(); i++)
        {
            Purchasable item = purchasable[i].GetComponent <PurchasableData>().Purchasable;

            Food_Section_Save_State load_sate = load[i];
            item.Cost          = load_sate.Cost;
            item.Count         = load_sate.Count;
            item.Resource_Rate = load_sate.Resource_Rate;
            item.Is_Purchased  = load_sate.Is_Purchased;
            item.On_Complete   = load_sate.On_Complete;
            item.Unlocked      = load_sate.Unlocked;
            item.Current_Time  = load_sate.Current_Time;
            item.Started_Timer = load_sate.Started_Timer;
        }
    }
 /// <summary>
 ///
 /// </summary>
 private void ItemSaveState(List <Food_Section_Save_State> save,
                            List <GameObject> purchasable,
                            float afk_rate)
 {
     for (int i = 0; i < purchasable.Count(); i++)
     {
         Purchasable             item      = purchasable[i].GetComponent <PurchasableData>().Purchasable;
         Food_Section_Save_State save_sate = new Food_Section_Save_State();
         save_sate.Cost          = item.Cost;
         save_sate.Count         = item.Count;
         save_sate.Resource_Rate = item.Resource_Rate;
         save_sate.Is_Purchased  = item.Is_Purchased;
         save_sate.On_Complete   = item.On_Complete;
         save_sate.Unlocked      = item.Unlocked;
         save_sate.Current_Time  = item.Current_Time;
         save_sate.Started_Timer = item.Started_Timer;
         save.Add(save_sate);
     }
 }