private void Update_Overview() { City_Name_Text.text = City.Instance.Name; Cash_Text.text = Helper.Float_To_String(City.Instance.Cash, 1); Income_Text.text = Helper.Float_To_String(City.Instance.Cash_Delta, 2, true); Food_Current_Text.text = Helper.Float_To_String(City.Instance.Food_Current, 0); Food_Max_Text.text = Helper.Float_To_String(City.Instance.Food_Max, 0); Food_Produced_Text.text = Helper.Float_To_String(City.Instance.Food_Produced, 1, true); Food_Consumed_Text.text = Helper.Float_To_String(City.Instance.Food_Consumed, 1); Food_Delta_Text.text = Helper.Float_To_String(City.Instance.Food_Delta, 1, true); //Peasants Peasant_Happiness_Text.text = Helper.Float_To_String(City.Instance.Happiness[Building.Resident.Peasant] * 100.0f, 0); Peasant_Education_Text.text = "-"; Peasant_Health_Text.text = "WIP"; Peasant_Efficency_Text.text = string.Format("{0}%", Helper.Float_To_String(Residence.Get_Efficency(Building.Resident.Peasant) * 100.0f, 1)); //Citizens Citizen_Happiness_Text.text = Helper.Float_To_String(City.Instance.Happiness[Building.Resident.Citizen] * 100.0f, 0); Citizen_Education_Text.text = string.Format("{0}%", Helper.Float_To_String(City.Instance.Education[Building.Resident.Citizen] * 100.0f, 1)); Citizen_Health_Text.text = "WIP"; Citizen_Efficency_Text.text = string.Format("{0}%", Helper.Float_To_String(Residence.Get_Efficency(Building.Resident.Citizen) * 100.0f, 1)); //Nobles Noble_Happiness_Text.text = Helper.Float_To_String(City.Instance.Happiness[Building.Resident.Noble] * 100.0f, 0); Noble_Education_Text.text = string.Format("{0}%", Helper.Float_To_String(City.Instance.Education[Building.Resident.Noble] * 100.0f, 1)); Noble_Health_Text.text = "WIP"; Noble_Efficency_Text.text = string.Format("{0}%", Helper.Float_To_String(Residence.Get_Efficency(Building.Resident.Noble) * 100.0f, 1)); }