Adding a score progress bar

I’m trying to make a progress bar that tracks the score each time an enemy is destroyed this is the code I used but didn’t display a thing:

public void LeftStatusMeter ( Texture charImage , Texture bBarImage , Texture hBarImage)
{

//Place Back Bars
GUI.Label(new Rect(40, 10, 272, 90), bBarImage );
	
	//Place Front Bars
GUI.BeginGroup( new Rect(100, 10, 218 * (Scoring.m_score * 10.0f), 90) );
GUI.Label( new Rect(100, 0, 272, 90), hBarImage );
GUI.EndGroup();
	
	GUI.EndGroup();
}

I need this to work in a bar texture I have all the textures I need just implementing them into the code so it appears and shows up on screen.

Here is the full code in case it helps

using UnityEngine;
using System.Collections;

public class DamagableObject : MonoBehaviour {

public bool m_Invincible = false;
public float m_MaxHealth = 100f;
public string m_LevelToLoad;

[SerializeField]
protected float m_Health = 100f;

GUISkin scoreSkin;
public DecayingObject m_DeathEffectPrefab;
public DecayingObject m_RemainsPrefab;
public string m_DeathAnimation;

public Texture2D lbarImage;
public Texture2D lhbar;



/*public virtual float health
{
	set
	{
		if (!m_Invincible ||  m_Health < value)
		{
			m_Health = value;
		}
		if (m_Health <= 0)
		{
			Death();
		}
		else if (m_Health > m_MaxHealth)
		{
			m_Health = m_MaxHealth;
		}
	}
	
	get
	{
		return m_Health;
	}
}*/

public virtual void DealDamage(float val, Vector3 pos, Vector3 normal)
{
	if (val > 0f && !m_Invincible)
	{
		m_Health -= val;
		if (m_Health <= 0)
		{
			Death();
		}
	}
}

public virtual void Heal(float val)
{
	if (val > 0f)
	{
		m_Health += val;
		if (m_Health > m_MaxHealth)
		{
			m_Health = m_MaxHealth;
		}
	}
}

public float GetHealth()
{
	return m_Health;
}

protected void Start() {
	bool error = false;
	if (m_MaxHealth <= 0)
	{
		Debug.LogError("Max health can't be less than or equal to 0");
		error = true;
	}
	if (m_Health > m_MaxHealth || m_Health <= 0)
	{
		Debug.LogError("Invalid health range expected 0-" + m_MaxHealth + " got " + m_Health);
		error = true;
	}
	if (error)
	{
		Debug.Break();
	}
}	

protected void Death()
{
	if (m_DeathEffectPrefab != null)
	{
		Instantiate(m_DeathEffectPrefab, transform.position, transform.rotation);
	}
	if (animation != null && animation[m_DeathAnimation] != null)
	{
		animation.CrossFade(m_DeathAnimation, 0.3f, PlayMode.StopAll);
		if (m_RemainsPrefab != null)
		{
			StartCoroutine("WaitForDeathAnimation", animation[m_DeathAnimation].length);
		}
	}
	else
	{
		LogicalEvent(m_RemainsPrefab);
		//if (m_RemainsPrefab != null)
		//{
		//	Instantiate(m_RemainsPrefab, transform.position, transform.rotation);
		//}
		//Destroy(gameObject);
	}
}

void LogicalEvent(DecayingObject m_RemainsPrefab)
{
	if (m_RemainsPrefab != null)
		{
			Instantiate(m_RemainsPrefab, transform.position, transform.rotation);
		}
				Destroy(gameObject);
				//Scoring.m_score += 10;
}
public void  LeftStatusMeter ( Texture charImage , Texture bBarImage , Texture hBarImage)
{

//Place Back Bars
GUI.Label(new Rect(40, 10, 272, 90), bBarImage );
	
	//Place Front Bars
GUI.BeginGroup( new Rect(100, 10, 218 * (Scoring.m_score * 10.0f), 90) );
GUI.Label( new Rect(100, 0, 272, 90), hBarImage );
GUI.EndGroup();
	
	GUI.EndGroup();
}
protected IEnumerator WaitForDeathAnimation(float time)
{
	yield return new WaitForSeconds(time);
	Instantiate(m_RemainsPrefab, transform.position, transform.rotation);
	Destroy(gameObject);
}
void OnGUI()
{
	GUI.color = Color.black;
	GUI.Label(new Rect(50, 25, 100, 30),"SCORE:");
	//Draw Background
		//GUI.skin = scoreSkin;
	
		GUI.color = Color.red;
	
	


	
    //GUI.Label(new Rect(100, 25, 100, 30),Scoring.m_score.ToString());
	
	//if(Scoring.m_score == 180)
	//{
	//		Application.LoadLevel(m_LevelToLoad = "WinScreen");	
	//		Scoring.m_score = 0;
	//}

}
void Update(DecayingObject m_RemainsPrefab)
{
LogicalEvent(m_RemainsPrefab);
Scoring.m_score ++;

	//GUI.Box(new Rect(55,5,100,20),Scoring.m_score.ToString());
	//if(Scoring.m_score <= 180)
	//{
		
	//		Application.LoadLevel(m_LevelToLoad ="WinScreen");	
	//		Scoring.m_score == 0;
	//}
	
}

}

Apparently, you don’t call your function LeftStatusMeter anywhere. Anyway, you’d have an error if you did, because of the second EndGroup();

If it still doesn’t show, make sure you’ve got the right textures and that your variable score behave like you wants.