CharacterShop problem,Charactershop problem

Hi, i am currently working on a shop for my platformer, and everything works except the unlock button does not turn interactable when i have enough money. I have made a reset button that resets all playerprefs. If i have enough money and THEN press reset, everythings works perfectly. But the reset button are not meant to be in the final version. But if i press reset before i get enough money the button does not work. So i need a way to maybe refresh the scene and check if i have more money than the price of the item? Any suggestion is appriciated and if you have more questions just ask:)

Here the code:

using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class ObjectBuyer : MonoBehaviour
{

public static int score;

int isObjectSold;

public int objectPrice;

public Text text;
public Text ObjectPrice;

public Button buyButton;

public Button selectButton;

// Use this for initialization
void Start()
{

    score = PlayerPrefs.GetInt("PlayerCurrentScore");
    score = PlayerPrefs.GetInt("IsObjectSold");

}

// Update is called once per frame
void Update()
{

    isObjectSold = PlayerPrefs.GetInt("IsObjectSold");

    if (score >= objectPrice && isObjectSold == 0)
        buyButton.interactable = true;
    else
        buyButton.interactable = false;

    if (isObjectSold == 0)
        selectButton.interactable = false;

}

public void buyObject()
{
    ScoreManager.AddPoints(-objectPrice);
    PlayerPrefs.SetInt("IsObjectSold", 1);
    buyButton.interactable = false;
    selectButton.interactable = true;
}

public void exitShop()
{
    PlayerPrefs.SetInt("Score", score);
    SceneManager.LoadScene("Main Menu");
}

public void resetPlayerPrefs()
{
    score = PlayerPrefs.GetInt("PlayerCurrentScore");
    buyButton.interactable = true;
    //objectPrice.text = "Unlock";
    PlayerPrefs.DeleteAll();

}

},

Figured out the solution myself. All i took was this little code in the update function:

    if (isObjectSold != 0)
        PlayerPrefs.SetInt("IsObjectSold", 1);