private void SetSellAmount() { //remove Living Impact if (!m_currProduct.IsSellingWorld && Inventory.Instance.m_Inventory[m_currProduct] > 0) { Gameplay.Buildings.BuildingManager.Instance.Living_NeedAmount -= m_currProduct.m_ImpactOnLiving * Inventory.Instance.m_SellingAmount[m_currProduct]; } //after remove set new Amount Inventory.Instance.SetSellingAmount(m_currProduct, UIManager.ConvertStringToFloat(m_InputField.text)); UIManager.Instance.UpdateInventoryItem(m_currProduct); //add living impact if selling on local if (!m_currProduct.IsSellingWorld && Inventory.Instance.m_Inventory[m_currProduct] > 0) { Gameplay.Buildings.BuildingManager.Instance.Living_NeedAmount += m_currProduct.m_ImpactOnLiving * Inventory.Instance.m_SellingAmount[m_currProduct]; } }