// Takes a location index and then matches it to one in the productlocation table and updates the menu // so that it displays what a particular location has void WriteFromDataBaseToMenu(string locIndex, GameObject menu, bool isSelling) { string[,] arrMenuData = _dataBaseConnector.DataBaseProductLocationSelect("LocationID", locIndex); int[] rowChildIndex = FindRowsWithinMenu(menu); // Goes through each item in a city or shop and writes them to each row for (int i = 0; i < 4; i++) { GameObject tempRow = menu.transform.GetChild(rowChildIndex[i]).gameObject; string[,] getProduct = _dataBaseConnector.DataBaseProductsSelect("ProductID", arrMenuData[i, 0]); string[] playerInv = _dataBaseConnector.DataBasePlayerInventorySelect("ProductID", arrMenuData[i, 0]); string itemString = getProduct[0, 1]; float priceFloat = float.Parse(arrMenuData[i, 3]); int stockInt = 0; // If the location is a city then take the stock from the player inventory // Otherwise take the stock from the productLocation table stockInt = int.Parse(isSelling ? playerInv[2] : arrMenuData[i, 2]); WriteRow(tempRow, itemString, priceFloat, stockInt); } }