Int is 1 but shows 0?! [Fixed, fine now]

Hey all,
I am having a really irritating issue that is stopping me from proceeding.
I have an int called perClick and is set to 1. It has been since the start but for some reason today it started printing/showing 0.
Here is some code:
This script holds my perClick variable!

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

/*
* This is static so that I can store information/ functions in here that would
* otherwise clutter other scripts.
* Things that don't rely on Start(), Update(), Awake() etc can go in here to help keep thing clean and out of sight.
*/
public static class PlayerManager : object
{
    /*
     * the currency string is used to store the name of the currency that I want to use.
     * This is easy to edit on the ClickManager.
     */
    public static string currency;

    /*
     * These are some static variables that other scripts will
     * want to access so that they can refernce and add to it.
     */
    public static float count = 0;
    public static float perClick = 1;
    public static float perSecond = 0;

    /*
     * I placed these in here to try and keep the other scripts clean.
     * It also makes them easy to refernce by simple using
     * PlayerManager.SaveGame() etc.
     */

    /*
     * Save another way?
     * Could save to a text file and then encrypt/decrypt it when needed
     * I don't know how this would affect the performance of autosaving having to encrypt/decrypt every 30 seconds.
     */
    public static void SaveGame()
    {
        PlayerPrefs.SetFloat("count", count);
        PlayerPrefs.SetFloat("perClick", perClick);
        PlayerPrefs.SetFloat("perSecond", perSecond);
        Debug.Log("Game Saved!");
    }

    public static void LoadGame()
    {
        count = PlayerPrefs.GetFloat("count");
        perClick = PlayerPrefs.GetFloat("perClick");
        perSecond = PlayerPrefs.GetFloat("perSecond");
        Debug.Log("Save Loaded!");
    }

    public static void DeleteSave()
    {
        PlayerPrefs.DeleteKey("count");
        PlayerPrefs.DeleteKey("perClick");
        PlayerPrefs.DeleteKey("perSecond");
        SceneManager.LoadScene("Development");
        Debug.Log("Save Deleted!, scene re-loaded");
    }
}

And here is a script which accesses it:

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

public class ClickManager : MonoBehaviour
{
    /*
     * Here is some information that I want to make easilly customizable in the future
     * These are simple thing like:
     * -Currency
     * -Decimal places to show
     *
     * -Any others?
     * TODO,
     * Think of more customizable things!
     */
    [Header("Currency information")]
    public string currency = "Space Bux";
    public int decimalPlaces = 1;

    [Header("Text References")]
    public Text countText;
    public Text perClickText;
    public Text perSecondText;

    void Start()
    {
        PlayerManager.currency = currency;
        /*
         * We call PerSecondCalculated 100 times a second instead of every fram so that it is consistent
         * This can easilly be adjusted to perhaps 60 times a second?
         */
        InvokeRepeating("PerSecondCalculated", 0.01f, 0.01f);
    }

    void Update()
    {
        Debug.Log(PlayerManager.perClick);
        countText.text = PlayerManager.currency + ": " + PlayerManager.count.ToString("F" + decimalPlaces);
        /*
         * TODO,
         * Update the Per Click and Per Second texts when an upgrade/item is bought.
         * This does not need to be updated every frame!
         * Low priority!
        */
        perClickText.text = PlayerManager.currency + "/Click: " + PlayerManager.perClick;
        perSecondText.text = PlayerManager.currency + "/Second: " + PlayerManager.perSecond;
    }

    public void Clicked()
    {
        PlayerManager.count += PlayerManager.perClick;
    }

    public void PerSecondCalculated()
    {
        /*
         * We only need to run this when the player is actually getting some
         * money per second.
         */
        if(PlayerManager.perSecond > 0)
        {
            float perSecond = PlayerManager.perSecond/100;
            PlayerManager.perSecond += perSecond;
        }
        else if (PlayerManager.perSecond < 0)
        {
            /*
             * This is just in case.
             * The player should never be getting negative money per second.
             * However, if they do, this will let you know so that you can diagnose.
             */
            Debug.LogError("Somehow the player is getting " + PlayerManager.perSecond + " a second. It should not be negative!");
        }
    }
}

tl;dr:
int perClick is 1 but for some reason prints 0!
Nowhere am I setting it to 0 so any help would be greatly appreciate.

This is where I am debug logging to check the number that is being passed.
it prints 0!

For now I have manually set it to 1 via Start() but it is still very odd and would love to fix it properly.

Nevermind, I found out that I saved the variable as 0.