//updates the debug based on player void updateDebug(TextMesh tm, PlayerController pscript) { string effectsText = " "; PlayerEffects pe = new PlayerEffects("null"); if(pscript.isBreezing()){ pe = pscript.getEffect("breezing"); effectsText = effectsText + pe.getName() + " " + pe.getTimer() + "/" + pe.getTimerMax(); } //add all the text to text mesh tm.text = "\nhp: "+ pscript.getCurrHealth() + "/" + pscript.getMaxHealth()+ "\naction: "+ pscript.getAction() + "\neffects: "+ effectsText + "\npassive: "+ pscript.getSkillPassive().getName()+ " "+ pscript.getSkillPassive().displayCooldown()+ "\ng: "+pscript.getSkillA().getName()+ " "+ pscript.getSkillA().displayCooldown()+ "\nh: "+pscript.getSkillB().getName()+ " "+ pscript.getSkillB().displayCooldown()+ "\nj: "+pscript.getSkillC().getName()+ " "+ pscript.getSkillC().displayCooldown()+ "\n "; }