Can anyone identify the error with my GUITexture code?

Hello,
I am trying to use GUITexture to indicate hearts for health for my player. I had it working temporarily, but must have changed or not saved something inadvertently. Here’s the code I’m trying to use:

using UnityEngine;

public class HealthScript : MonoBehaviour
	{
	public int hp = 1; // Total hitpoints

public GUITexture HealthHeart1;  //These symbolize the player's remaining hp on screen
public GUITexture HealthHeart2;
public GUITexture HealthHeart3;

void Start ()
{
			if (this.gameObject.tag == "Player") {
					HealthHeart1.enabled = false;
					HealthHeart2.enabled = false;
					HealthHeart3.enabled = false;
					
			}
	}
public void Damage(int damageCount)//Inflicts damage
{
			hp -= damageCount;

	if (hp <= 0 && this.gameObject.tag == "Player") { //player loses a life when hp reaches 0
				CoinScript playerLives = this.GetComponent<CoinScript> ();
				playerLives.UpdateLives (1);

	} else if (hp == 1 && this.gameObject.tag == "Player") {
									HealthHeart1.enabled = true;
		
	} else if (hp == 2 && this.gameObject.tag == "Player") {
									HealthHeart2.enabled = true;
		
	} else if (hp == 3 && this.gameObject.tag == "Player") {
									HealthHeart3.enabled = true;
			
		}

The GUI textures are be enabled according to the appropriate hp, but instead they seem unaffected.

Thanks for the reply. I got it to work by doing this in Update:

void Update() {

		if (this.gameObject.tag == "Player") {

			HealthHeart1.enabled = (hp == 1);
			HealthHeart2.enabled = (hp == 2);
			HealthHeart3.enabled = (hp == 3);
			HealthHeart4.enabled = (hp == 4);
			HealthHeart5.enabled = (hp == 5);
			HealthHeart6.enabled = (hp == 6);
			HealthHeart7.enabled = (hp == 7);

		}