void UpdateHudStatus() { var horizontalTurret = activeTank.model.tankRotation; var verticalTurret = activeTank.model.turretElevation; float shotPower = activeTank.shotPower; var health = activeTank.GetComponent <Health>(); var tankHitPoints = (health != null) ? health.health : 100; string ammoCount = activeTank.AmmoDisplayCountText(); hudStatus.text = // "Heading: " + horizontalTurret + " degrees\n" + // "Elevation: " + verticalTurret + " degrees\n" + // "Muzzle Velocity: " + shotPower + " m/s\n" + // "HitPoints: " + tankHitPoints + "\n" + // "Ammo remaining for selected shot type: " + ammoCount + "\n" + "Press H for help!"; // + "m/s\n" + // "projectile: " + selectedProjectile; // powerValue.text = "" + shotPower; float power = shotPower / activeTank.maxShotPower; shotPowerBar.localScale = new Vector3(power, 1f, 1f); //shotPowerBar.localPosition = new Vector3(power, 0, 0); }