public _Status UpdateStatus() { if (status != _Status.Purchased) { status = _Status.Ready; //check evel status=_Status.InsufficientLvl; if (minLevel > 0 && minLevel > GameControl.GetHighestLevelID()) { status = _Status.InsufficientLvl; } if (minWave > 0 && minWave > SpawnManager.GetCurrentWaveIndex() + 1) { status = _Status.InsufficientWave; } if (minPerkCount >= 0 && minPerkCount > PerkManager.GetPurchasedPerkCount()) { status = _Status.InsufficientPP; } VerifyPrereq(); if (prereq.Count > 0) { return(status = _Status.PrereqNoMet); } } return(status); }