public void TransAccept() { if (GameManager.customersLeft > 0) { int amount = line [0].GetComponent <Customer> ().amount; int max = line [0].GetComponent <Customer> ().maxVal; switch (line [0].GetComponent <Customer> ().resource) { case "wood": if (Player.LumberSupply >= amount && costs.wCost <= max) { Player.LumberSupply -= amount; Player.LumberSold += amount; Player.MoneySupply += costs.wCost * amount; Player.MoneyMade += costs.wCost * amount; Player.CustomersServed++; audioManager.AcceptSale(); } else { audioManager.DeclineSale(); //Debug.Log ("The customer leaves in a rage, ranting about your lack of stock at a reasonable price..."); } break; case "berries": if (Player.BerrySupply >= amount && costs.bCost <= max) { Player.BerrySupply -= amount; Player.BerrySold += amount; Player.MoneySupply += costs.bCost * amount; Player.MoneyMade += costs.bCost * amount; audioManager.AcceptSale(); Player.CustomersServed++; } else { audioManager.DeclineSale(); //Debug.Log ("The customer leaves in a rage, ranting about your lack of stock at a reasonable price..."); } break; default: if (Player.CoalSupply >= amount && costs.cCost <= max) { Player.CoalSupply -= amount; Player.CoalSold += amount; Player.MoneySupply += costs.cCost * amount; Player.MoneyMade += costs.cCost * amount; audioManager.AcceptSale(); Player.CustomersServed++; } else { audioManager.DeclineSale(); //Debug.Log ("The customer leaves in a rage, ranting about your lack of stock at a reasonable price..."); } break; } } CustomerServed(); }