UI script Not working. Please review

Kp_TimerText is not showing the Timer Value…
Kp_GuageImage is not charing its fill amount to represent timer.
Kp_KeyPad is being Disabled on code failure where I need just its Keys (buttons) to be disabled.

I cant seem to get these things working, Every thing else works as it should. With the exception of the timer as I am not sure if it is actually functioning at all.

See Script Notations for more info… Any suggestions or examples would be appreciated…
Basically its a script that controls a Code Entry KeyPad.

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

public class UI_Control : MonoBehaviour
{
    public GameObject Kp_SecurityCenter;
    public Canvas Kp_KeyPad;
    public Text Kp_CodeText;
    public Text Kp_TimerText;
    public Image Kp_TimerGauge;

    public string Kp_DefualtText = "CODE ?";
    public Color Kp_DefualtColor = new Vector4(0.0F, 255, 0.0F, 1);
    public Color Kp_AlarmColor = new Vector4(255F, 0.0F, 0.0F, 1);

    public bool IsActive = true;
    public bool IsSelected = true;
    public bool IsPlayerIn = true;
    public bool IsHackable = true;
    public bool IsLocked = true;
    public bool IsLockable = true;
    public bool IsReLock = false;
    public string uPassCode = "123";
    public string lPassCode= "321";

    public bool IsTimed = true;
    public float Kp_timer = 10.0f;

    public AudioClip S_Button;
    public AudioClip Su_lock;
    public AudioClip S_Lock;
    public AudioClip Se_Lock;
    public AudioClip Alarm;

    public Texture2D MyCursor;
    public Vector2 MyhotSpot = Vector2.zero;
    public CursorMode MycursorMode = CursorMode.Auto;

    private float a;

    private string MyCode;
    public int Kp_ErrorCount = 0;


    void Start()
    {
        Kp_CodeText.color = Kp_DefualtColor;
        Kp_TimerText.color = Kp_DefualtColor;
        Cursor.SetCursor(MyCursor, MyhotSpot, MycursorMode);
    }


    void UpDate()
    {
        /*    Was trying this to see if anything would happen, and nothing...
        a = a + 0.01f;
        Kp_TimerGauge.fillAmount = a;
        */

        if (IsTimed && IsActive && IsLocked)
        {
            Kp_timer -= Time.deltaTime;

            if (Kp_timer < 0)
            {
                Kp_timer = 0;
            }

            float seconds = Kp_timer % 60;
            float minutes = Kp_timer / 60;

            // Kp_TimerText is not showing time.
            Kp_TimerText.text = minutes + ":" + seconds;

            // Code to change Kp-GuageImage fill amount here...

        }
    }


    public void MyKeyCode (string MyCode)
    {
        if (Kp_CodeText.text == "CODE ?")
        {
            Kp_CodeText.text = "";
        } else {
        if(Kp_CodeText.text == "ERROR!")
            {
                Kp_CodeText.text = "";
            }
        }
        Kp_CodeText.text = Kp_CodeText.text += MyCode;
        print ("Key");
    }


    public void Kp_Check()
    {
        if (Kp_CodeText.text == uPassCode)
        {
            Kp_CodeText.text = "UNLOCKED";
            IsLocked=false;
            AudioSource.PlayClipAtPoint (Su_lock, (new Vector3 (0, 0, 0)));
        } else
            {
            if (Kp_CodeText.text == lPassCode)
            {
                Kp_CodeText.text = "LOCKED";
                IsLocked=true;
                AudioSource.PlayClipAtPoint (S_Lock, (new Vector3 (0, 0, 0)));
            }else{

                Kp_CodeText.color=Kp_AlarmColor;
                Kp_CodeText.text = "ERROR!";
                AudioSource.PlayClipAtPoint (Alarm, (new Vector3 (0, 0, 0)));

                // Disables panel and not buttons on it.
                Kp_KeyPad.enabled = false;

                StartCoroutine("ResTime");
            }
        }
    }


    public void Kp_Clear()
    {
        print ("Cancel");
        Kp_CodeText.text = Kp_DefualtText;
        Kp_CodeText.color = Kp_DefualtColor;
    }


    public void Kp_Exit()
    {
        print ("Exit");
    }

    IEnumerator ResTime()
    {
        yield return new WaitForSeconds(2);

        if(IsReLock)
        {
            IsLocked=true;
        }
        Kp_ErrorCount = Kp_ErrorCount + 1;
        Kp_CodeText.color = Kp_DefualtColor;
        Kp_CodeText.text = Kp_DefualtText;

        Kp_KeyPad.enabled = true;
    }
}

(SOLVED)
Had to change UpDate to Update… Duh!

View here
http://forum.unity3d.com/threads/contribute-door-and-keypad-test-new-ui.317188/