Struggling with part of my crafting-algorithm and don't know what my mistake is

Hey =)

I’m searching for a tutorial or some help for a rather simple crafting system. I’ve laid the groundwork, but I can’t seem to wrap my head around the execution.
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I have a gameobject called “Sword”. Sword needs 2x Wood and 3x Ironbar to be crafted. Now, if I click on Sword, I want a function to check if I have enough crafting materials in my inventory. (<-- this is not implemented yet) If there are enough items, remove their respective amounts and add Sword instead. (<-- I’m stuck at the “remove”-part) If there aren’t, Sword’s Button-component shouldn’t be clickable. (<–I’ll cross this bridge once above problem is fixed)
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The thing I struggle most with is the “check if I have and remove”-part (last line of the code) :frowning: I’ve spent almost all of today and yesterday on this single function and it feels like I can’t see the forest for the trees. I made several scripts, but this is the one which works for the most part. When I search for crafting-system-tutorials, I seem to find every kind of system except this one. So, maybe I’m just bad at google? Or miss the vocabulary to tell google exactly what I am searching for? Maybe somebody here might be able to point me in a good direction =)?
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If you think that pointing out my mistakes is simpler than conjuring up a link, you are very welcome to have a look at my code. Be warned, though: I’m still a bit of a beginner and my code might not be pretty.
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My items are built like this (this is an excerpt):

[CreateAssetMenu]
public class Item : ScriptableObject
{
public Sprite sprite;

[Header("Worth")]
public int currentWorth;

[Header("Crafting")]
public bool craftable;

public Item[] craftmaterial;
public int[] craftmaterial_Menge;

[Header("Where do I find this")]
public int currentlyIn_Shop;
public int currentlyIn_Inventory;
}

In the case of Sword, the craftingmaterial is wood and iron bar, craftingmaterial_Menge (needed craftingmaterial) is 2 and 3. This should mean that I need 2 wood and 3 iron bars.

And here is my crafting-script.

public class Crafting : MonoBehaviour {

[SerializeField] private Inventar[] inventar; //My inventory counts four slots.
[SerializeField] private Item[] items; //right now, I have six items. Five are craftingmaterials, one is the craftable sword.
[SerializeField] private CraftingSlot[] craftingslot; //Right now, there is only one entry in this list, since I only have one craftable.

private Item item; //the item I want to craft

private int neededmaterials;  //this should take how many different materials I need to craft the craftable.

    public void Herstellung (CraftingSlot craftingslot) // function gets the craftingslot via click on the Sword (button component)
    {
        item = craftingslot.item; //the item I want to craft
        int neededmaterials = item.craftmaterial.Length;  //how many different materials I need

        for (int i = 0; i < neededmaterials; i++) //for every material, I want to hand infos to the next function
        {
            Debug.Log("Needed different types of materials: " + neededmaterials); //Here, I get the correct amount of different materials shown in the console =)! (2 in the case of sword)
            ItemsAusInventarNehmen(item.craftmaterial<em>, i, item.craftmaterial_Menge*);  //This might be a problem. I want to hand the crafting material , the current counter, as well as how many I need of the crafting material to the next function, so it will be used for each needed material.*</em>

}
}
public void ItemsAusInventarNehmen(Item tmpItem, int y, int tmpAnzahl) // “TakeItemsOutOfInventory”
{
Item craftingmaterial = tmpItem.craftmaterial[y]; // the craftingmaterial in place y of the array (this works)
Debug.Log("Craftingmaterial " + y + " " + craftingmaterial); // yep, it shows wood and iron bar in the console.
craftingmaterial.currentlyIn_Inventory -= tmpAnzahl; // This is the major head-scratcher. It should take 2 wood and 3 iron bars, but whatever I do, only the wood gets taken out of my inventory correctly. Why o_O?
}
}
One more problem is, that it always thinks that I have every needed material in the needed quantity available, as long as I have at least 1 wood in my inventory. I have a rough hunch about how the “don’t to anything as long as you don’t have all the required items”-functions might look like, but I think, I might be able to figure that out once I understand why this script only checks for wood, only takes wood, and completely ignores my iron bars :confused:
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Help would be very much appreciated, I feel terribly stuck :confused:

Part 1 of your problem(removing items):

Instead of setting the amount of crafting material in inventory by using craftingmaterial.currentlyIn_Inventory -= tmpAnzahl;, use item.craftingmaterial[y].currentlyIn_Inventory -= tmpAnzahl;. Because with craftingmaterial.currentlyIn_Inventory -= tmpAnzahl; you’re just setting the value to the local var of the function, instead with item.craftingmaterial[y].currentlyIn_Inventory -= tmpAnzahl; you’re setting it to the var of the script.

Part 2 of your problem (checking if you have enough items):

Create a function called HasEnoughItems that returns a bool ( bool HasEnoughItems () {}) and that takes a int called “NeededAmount” ( int NeededAmount) and a int called “CurrentAmount” ( int CurrentAmount), and then check if “CurrentAmount” is greater than or equal to “NeededAmount” return true and else return false. How it should look like:

bool HasEnoughItems(int neededAmount, int currentAmount)
{
    if(currentAmount >= neededAmount) return true;
    else return false;
}

Then in the “Herstellung” function, before doing the “for” loop do another “for” loop that checks if you have enough items:

void Herstellung(...)
{
    ...

    for(int i = 0; i < neededmaterials; i++)
    {
        if(!HasEnoughItems(item.craftmaterial_Menge<em>, item.craftmaterial*.currentlyIn_Inventory))*</em>

{
return; //Exit from the funtion(Herstellung)
}
}


}
Part 3(making the button interactive only if you have enough items):
In some part of your code (maybe update) put this:
public Button button;


for(int i =0; i < neededMaterials; i++)
{
if(!HasEnoughItems(item.craftmaterial_Merge, item.craftmaterial*.currentlyIn_Inventory))
_{
button.interactable = true;
}*

else button.interactable = false;_