I'm trying to sort my Npc's into different social classes

I’m trying to put my NPCs into social classes by creating a function to calculate their income and then use the array to put them into the class. My idea was to use the Mathf.Clamp inside an if statement to basically say “if my gross is between 0 - 5000” then they fall into the “poor” class

using UnityEngine;
using System.Collections;
using System.Collections.Generic;


public class Class_System : MonoBehaviour 
{

	//public float income;
	//public string job;

	//Income variables
	//public int grossIncome;

	string[] finClassArray = {"Poor", "Middle Class", "Elite"};
	public int myHourly; 
	private int myMonthly;
	public  int myGross;



	void Start ()
	{

		_monthlyIncome ();
		_grossIncome();

		if ((Mathf.Clamp (myGross, 0, 4999))  {
			Debug.Log ("We made it");
		}

	}


	void Update ()
	{

	}

	public int _monthlyIncome()      //calculate Monthly Income
	{
		myMonthly = myHourly * 31; 
		//myGross = myMonthly * 12;
		
		Debug.Log(gameObject.name);
		Debug.Log("Makes");
		Debug.Log (myMonthly);
		
		return myMonthly;
	}
	
	public int _grossIncome()                     //calculates Gross income
	{
		myGross = myMonthly * 12;
		
		Debug.Log (myGross);
		
		return(myGross);
	}
}

Not sure why you’re using Clamp - you just need the if:

if (myGross < 4999) { 
  //NPC is poor 
}
else if (myGross < 9999) { 
  //NPC is middle-class
}
else {
  // NPC is elite
}