Damage System Doesnt Work?

Newbie Help please. I am trying to write a simple command that reduces my health by 10 every time i press A:

var Health : float = 100;
var MaxHealth : int = 100;
var HealthBarTexture: Texture2D;
var SelfDamage : int = 10;

function TakeDamage ()
{
	if(Input.GetKeyDown(KeyCode.A))
	{
	Health -= 10;
	}
}

function OnGUI()
{
	if (Health <= 0)
	{
	Health = 0;
	}
	
	var HealthPercent = Health / MaxHealth;
	
	var left = 50;
	var top = 50;
	var MaxHealthBarWidth = 500;
	var HealthBarWidth = MaxHealthBarWidth * HealthPercent;
	var height = 50;
	
	//Health Bar Texture
	GUI.DrawTexture(Rect(left,top,HealthBarWidth,height), HealthBarTexture, ScaleMode.StretchToFill, true, 1.0);
}

Help please? Thanks

Well, when is the function/method TakeDamage called? Replace TakeDamage with Update so you can check for the input key press each frame.

var Health : float = 100;
var MaxHealth : int = 100;
var HealthBarTexture: Texture2D;
var SelfDamage : int = 10;
 
function Update()
{
    if(Input.GetKeyDown(KeyCode.A))
    {
        Health -= 10;
    }
}
 
function OnGUI()
{
    if (Health <= 0)
    {
    Health = 0;
    }
 
    var HealthPercent = Health / MaxHealth;
 
    var left = 50;
    var top = 50;
    var MaxHealthBarWidth = 500;
    var HealthBarWidth = MaxHealthBarWidth * HealthPercent;
    var height = 50;
 
    //Health Bar Texture
    GUI.DrawTexture(Rect(left,top,HealthBarWidth,height), HealthBarTexture, ScaleMode.StretchToFill, true, 1.0);
}

OR

var Health : float = 100;
var MaxHealth : int = 100;
var HealthBarTexture: Texture2D;
var SelfDamage : int = 10;
 
function Update ()
{
    if(Input.GetKeyDown(KeyCode.A))
    {
        TakeDamage();
    }
}

function TakeDamage ()
{
    Health -= 10;
}
 
function OnGUI()
{
    if (Health <= 0)
    {
    Health = 0;
    }
 
    var HealthPercent = Health / MaxHealth;
 
    var left = 50;
    var top = 50;
    var MaxHealthBarWidth = 500;
    var HealthBarWidth = MaxHealthBarWidth * HealthPercent;
    var height = 50;
 
    //Health Bar Texture
    GUI.DrawTexture(Rect(left,top,HealthBarWidth,height), HealthBarTexture, ScaleMode.StretchToFill, true, 1.0);
}

EDIT: Fixed it. Had to use “function update ()”. TIL that “function update ()” is a command. DERP