public void DecreaseBid() { Debug.Log("Decrease bid"); AuctionHandler auction = State.getAuctionHandler(); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; auction.decreasePlayerTempBid(playerIndex); // TextMeshProUGUI playerBid = playerBidText.GetComponent<TextMeshProUGUI>(); playersCurrentBid.text = auction.getTempHumanBidLevel().ToString(); increaseBid.interactable = true; if (auction.getPlayerBid(playerIndex) == 0) { decreaseBid.interactable = false; } Debug.Log("Current high bid: " + State.CurrentColonyAuctionBid); if (auction.getTempHumanBidLevel() > State.CurrentColonyAuctionBid) { bid.interactable = true; } else { bid.interactable = false; } playerRemainingPoints.text = (player.GetColonialPoints() - auction.getTempHumanBidLevel()).ToString(); Debug.Log("Colonial Points: " + player.GetColonialPoints()); Debug.Log("Player Bid: " + auction.getPlayerBid(playerIndex)); }