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