Help needed fps remaining bullet count HUD

I’m trying to add a bullet counter to my game to display your remaining bullets and I just need a little bit of help, I’m getting the error
Assets\Gun Scripts\sniper.cs(88,24): error CS0029: Cannot implicitly convert type ‘int’ to ‘UnityEngine.UI.Text’
Here’s the code

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class sniper : MonoBehaviour
{

    public float damage = 10f;
    public float range = 100f;
    public float fireRate = 15;
    public float impactForce = 30f;

    public int maxAmmo = 10;
    private int currentAmmo;
    public float reloadTime = 1f;
    private bool isReloading = false;

    public Camera fpsCam;
    public ParticleSystem MuzzleFlash;
    public GameObject impactEffect;
  
    private float nextTimeToFire = 0f;

    public Animator animator;

    public Text ammoText;
    void Start()
    {
        currentAmmo = maxAmmo;
    }
    void OnEnable()
    {
        isReloading = false;
        animator.SetBool("reloading", false);
    }
    // Update is called once per frame
    void Update()
    {
        if (isReloading)
            return;

        if (currentAmmo <= 0)
        {
            StartCoroutine(Reload());
            return;
        }
        if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire)
        {
            nextTimeToFire = Time.time + 1f / fireRate;
            Shoot();
        }
      
    }
    IEnumerator Reload()
    {
        isReloading = true;
        Debug.Log("Reloading...");
        animator.SetBool("reloading", true);
        yield return new WaitForSeconds(reloadTime -.25f);
        animator.SetBool("reloading", false);
        yield return new WaitForSeconds(.25f);
        currentAmmo = maxAmmo;
        isReloading = false;
    }
    void Shoot()
    {
        MuzzleFlash.Play();

        currentAmmo--;

        RaycastHit hit;
        if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
        {
            Debug.Log(hit.transform.name);

            Target target = hit.transform.GetComponent<Target>();
            if (target != null)
            {
                target.TakeDamage(damage);
            }

            if (hit.rigidbody != null)
            {
                hit.rigidbody.AddForce(-hit.normal * impactForce);
            }

            GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
            Destroy(impactGO, 2f);
            ammoText = currentAmmo;
        }
    }
}
ammoText.text = currentAmmo.ToString();
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Thanks