Detecting Health/Damage with this weapon script.

So i’m using the ultimate COD script from the unity forums and i’m trying to get my health to detect the damage being done too it but i’m a amateur or not even that at most when understanding and writing code. This is my health script so far. The way I get most of my scripts is to do the tutorials and stuff but they always leave out important parts for me. So my goal is to add detection of the damage on the health and to delete the object after health hits 0 or it too play a animation.

using UnityEngine;
using System.Collections;


public class EnemyHealth : MonoBehaviour {
   
   
    public int maxHealth = 100;
    public int curHealth = 100;
   
    public float healthBarLength;
   
    // Use this for initialization
    void Start () {
        healthBarLength = Screen.width / 2;
    }
   
    // Update is called once per frame
    void Update () {
        AdjustCurrentHealth(0);
    }
   
    void OnGUI() {
       
        GUI.Box (new Rect (10, 40, healthBarLength, 20), curHealth + "/" + maxHealth);
       
       
    }
   
   
    public void AdjustCurrentHealth(int adj) {
        curHealth += adj;
       
        if(curHealth < 0)
            curHealth = 0;
       
        if (curHealth > maxHealth)
            curHealth  = maxHealth;
       
        if (maxHealth < 1)
            maxHealth = 1;  
       
        healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
       
       
    }
}

Gun Script

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Gun : MonoBehaviour
{
    public enum weaponType { Shotgun, Machinegun, Burst, Launcher }; // use burst for single shot weapons like pistols / sniper rifles
    public weaponType typeOfGun;

    public enum LauncherType { Grenade, Rocket }; // Type of launcher
    public LauncherType typeOfLauncher;

    public enum BulletType { Physical, Raycast }; // physical bullets of raycasts
    public BulletType typeOfBullet;
   

    // basic weapon variables all guns have in common
    // Objects, effects and tracers
    public GameObject bullet = null;        // the weapons bullet object
    public GameObject grenade = null;       // the grenade style round... this can also be used for arrows or similar rounds
    public GameObject rocket = null;        // the rocket round
    public Renderer muzzleFlash = null;     // the muzzle flash for this weapon
    public Light lightFlash = null;         // the light flash for this weapon
    public Transform muzzlePoint = null;    // the muzzle point of this weapon
    public Transform ejectPoint = null;     // the ejection point
    public Transform mountPoint = null;     // the mount point.... more for weapon swapping then anything
    public Rigidbody shell = null;          // the weapons empty shell object
    public GameObject gunOwner = null;      // the gun owner
    public GameObject mainCamera = null;    // the player's main camera
    public GameObject weaponCamera = null;  // this weapon's camera
    public GameObject impactEffect = null;  // impact effect, used for raycast bullet types
    public GameObject bulletHole = null;    // bullet hole for raycast bullet types

    public GameObject weaponTarget = null;
  
    //Machinegun Vars
    private bool isFiring = false;          // is the machine gun firing?  used for decreasing accuracy while sustaining fire

    //Shotgun Specific Vars
    public int pelletsPerShot = 10;         // number of pellets per round fired for the shotgun

    //Burst Specific Vars
    public int roundsPerBurst = 3;          // number of rounds per burst fire
    public float lagBetweenShots = 0.5f;    // time between each shot in a burst

    //Launcher Specific Vars   

    // basic stats
    public int range = 300;                 // range for raycast bullets... bulletType = Ray
    public float damage = 20.0f;            // bullet damage
    public float maxPenetration = 3.0f;     // how many impacts the bullet can survive
    public float fireRate = 0.5f;           // how fast the gun shoots... time between shots can be fired
    public int impactForce = 50;            // how much force applied to a rigid body
    public float bulletSpeed = 200.0f;      // how fast are your bullets

    public int bulletsPerClip = 50;         // number of bullets in each clip
    public int numberOfClips = 5;           // number of clips you start with
    public int maxNumberOfClips = 10;       // maximum number of clips you can hold
    private int bulletsLeft;                // bullets in the gun-- current clip
       
    public float baseSpread = 1.0f;         // how accurate the weapon starts out... smaller the number the more accurate
    public float maxSpread = 4.0f;          // maximum inaccuracy for the weapon
    public float spreadPerSecond = 0.2f;    // if trigger held down, increase the spread of bullets
    public float spread = 0.0f;             // current spread of the gun
    public float decreaseSpreadPerSec = 0.5f;// amount of accuracy regained per frame when the gun isn't being fired
   
    public float reloadTime = 1.0f;         // time it takes to reload the weapon
    private bool isReloading = false;       // am I in the process of reloading
    // used for tracer rendering
    public int shotsFired = 0;              // shots fired since last tracer round
    public int roundsPerTracer = 1;         // number of rounds per tracer

    private int m_LastFrameShot = -1;       // last frame a shot was fired
    private float nextFireTime = 0.0f;      // able to fire again on this frame

    private float[] bulletInfo = new float[6];// all of the info sent to a fired bullet

    //Network Parts ...yeah
    bool localPlayer = true; //set to false // Am I a local player... or networked
    string localPlayerName = "";            // what's my name
    //Transform myTrans;                    // my transform


    // Setting up variables as soon as a level starts
    void Start()
    {
        //myTrans = transform;
        bulletsLeft = bulletsPerClip; // load gun on startup
        //localPlayerName = PlayerPrefs.GetString("playerName");  // get the name of the player
    }
    // check whats the player is doing every frame
    bool Update()
    {
        if (!localPlayer)
        {
            return false;  // if not the local player.... exit function
        }
      
        // Did the user press fire.... and what kind of weapon are they using ?  ===============
        switch (typeOfGun)
        {
            case weaponType.Shotgun:
                if (Input.GetButtonDown("Fire1"))
                {
                    //Debug.Log("Shotgun Fire Called");
                    ShotGun_Fire();  // fire shotgun
                }
                break;
            case weaponType.Machinegun:
                if (Input.GetButton("Fire1"))
                {                   
                    MachineGun_Fire();   // fire machine gun                
                }
                break;
            case weaponType.Burst:
                if (Input.GetButtonDown("Fire1"))
                {
                   StartCoroutine("Burst_Fire"); // fire off a burst of rounds                  
                }
                break;

            case weaponType.Launcher:
                if (Input.GetButtonDown("Fire1"))
                {
                    Launcher_Fire();
                }
                break;
        }//=========================================================================================

        if (Input.GetButton("Fire2"))
        {
            if (weaponCamera)
            {
                weaponCamera.GetComponent<Camera>().enabled = true;
                mainCamera.GetComponent<Camera>().enabled = false;
            }
        }
        else
        {
            weaponCamera.GetComponent<Camera>().enabled = false;
            mainCamera.GetComponent<Camera>().enabled = true;
        }

        //used to decrease weapon accuracy as long as the trigger remains down =====================
        if (Input.GetButtonDown("Fire1"))
        {
            isFiring = true; // fire is down, gun is firing
        }
        if (Input.GetButtonUp("Fire1"))
        {
            isFiring = false; // if fire is up... gun is not firing
        }
        if (isFiring) // if the gun is firing
        {
            spread += spreadPerSecond; // gun is less accurate with the trigger held down
        }
        else
        {
            spread -= decreaseSpreadPerSec; // gun regains accuracy when trigger is released
        }
        //===========================================================================================
        return true;
    }
    // update weapon flashes after checking user inout in update function
    void LateUpdate()
    {
        if (muzzleFlash || lightFlash)  // need to have a muzzle or light flash in order to enable or disable them
        {
            // We shot this frame, enable the muzzle flash
            if (m_LastFrameShot == Time.frameCount)
            {
                muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 57.3f, Vector3.forward);
                muzzleFlash.enabled = true;// enable the muzzle and light flashes
                lightFlash.enabled = true;
            }
            else
            {
                muzzleFlash.enabled = false; // disable the light and muzzle flashes
                lightFlash.enabled = false;
            }
        }

        if (spread >= maxSpread)
        {
            spread = maxSpread;  //if current spread is greater then max... set to max
        }
        else
        {
            if (spread <= baseSpread)
            {
                spread = baseSpread; //if current spread is less then base, set to base
            }
        }
    }
    // fire the machine gun
    void MachineGun_Fire()
    {
        if (bulletsLeft <= 0)
        {
            StartCoroutine("reload");
            return;
        }
        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
            nextFireTime = Time.time - Time.deltaTime;

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            switch (typeOfBullet)
            {
                case BulletType.Physical:
                    StartCoroutine("FireOneShot");  // fire a physical bullet
                    break;
                case BulletType.Raycast:
                    StartCoroutine("FireOneRay");  // fire a raycast.... change to FireOneRay
                    break;
                default:
                    Debug.Log("error in bullet type");
                    break;
            }
            shotsFired++;
            bulletsLeft--;
            nextFireTime += fireRate;
            EjectShell();
        }
       
    }
    // fire the burst rifle
    IEnumerator Burst_Fire()
    {
        int shotCounter = 0;

        if (bulletsLeft <= 0)
        {
            StartCoroutine("reload");
            yield break;//return;
        }

        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
            nextFireTime = Time.time - Time.deltaTime;

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            while (shotCounter < roundsPerBurst)
            {
                //Debug.Log(" shotCounter = " + shotCounter + ", roundsPerBurst = "+roundsPerBurst);
                switch (typeOfBullet)
                {
                    case BulletType.Physical:
                        StartCoroutine("FireOneShot");  // fire a physical bullet
                        break;
                    case BulletType.Raycast:
                        StartCoroutine("FireOneRay");  // fire a raycast.... change to FireOneRay
                        break;
                    default:
                        Debug.Log("error in bullet type");
                        break;
                }               
                //Debug.Log("FireOneShot Called in Fire function.");
                shotCounter++;
                shotsFired++;
                bulletsLeft--; // subtract a bullet
                EjectShell();
                yield return new WaitForSeconds(lagBetweenShots);               
            }

            nextFireTime += fireRate;
        }
    }
    // fire the shotgun
    void ShotGun_Fire()
    {
        int pelletCounter = 0;  // counter used for pellets per round

        if (bulletsLeft == 0)
        {
            StartCoroutine("reload"); // if out of ammo, reload
            return;
        }

        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
            nextFireTime = Time.time - Time.deltaTime;

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            do
            {
                switch (typeOfBullet)
                {
                    case BulletType.Physical:
                        StartCoroutine("FireOneShot");  // fire a physical bullet
                        break;
                    case BulletType.Raycast:
                        StartCoroutine("FireOneRay");  // fire a raycast.... change to FireOneRay
                        break;
                    default:
                        Debug.Log("error in bullet type");
                        break;
                }
                pelletCounter++; // add another pellet
                shotsFired++; // another shot was fired               
            } while (pelletCounter < pelletsPerShot); // if number of pellets fired is less then pellets per round... fire more pellets
            EjectShell(); // eject 1 shell
            nextFireTime += fireRate;  // can fire another shot in "firerate" number of frames
            bulletsLeft--; // subtract a bullet
        }
    }
    // fire your launcher
    void Launcher_Fire()
    {
        if (bulletsLeft == 0)
        {
            StartCoroutine("reload"); // if out of ammo, reload
            return;
        }

        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
            nextFireTime = Time.time - Time.deltaTime;

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            StartCoroutine("FireOneProjectile"); // fire 1 round               
            nextFireTime += fireRate;  // can fire another shot in "firerate" number of frames
            bulletsLeft--; // subtract a bullet
        }
    }
    // Create and fire a bullet
    IEnumerator FireOneShot()
    {
        Vector3 position = muzzlePoint.position; // position to spawn bullet is at the muzzle point of the gun      

        // set the gun's info into an array to send to the bullet
        bulletInfo[0] = damage;
        bulletInfo[1] = impactForce;
        bulletInfo[2] = maxPenetration;
        bulletInfo[3] = maxSpread;
        bulletInfo[4] = spread;
        bulletInfo[5] = bulletSpeed;

        //bullet info is set up in start function
        GameObject newBullet = Instantiate(bullet, position, transform.parent.rotation) as GameObject; // create a bullet
        newBullet.SendMessageUpwards("SetUp", bulletInfo); // send the gun's info to the bullet
        newBullet.GetComponent<Bullet>().Owner = gunOwner; // owner of the bullet is this gun's owner object

        if (!(typeOfGun == weaponType.Launcher))
        {
            if (shotsFired >= roundsPerTracer) // tracer round every so many rounds fired... is there a tracer this round fired?
            {
                newBullet.GetComponent<Renderer>().enabled = true; // turn on tracer effect
                shotsFired = 0;                    // reset tracer counter
            }
            else
            {
                newBullet.GetComponent<Renderer>().enabled = false; // turn off tracer effect
            }

            if (GetComponent<AudioSource>())
            {
                GetComponent<AudioSource>().Play();  // if there is a gun shot sound....play it
            }
        }      

        if ((bulletsLeft == 0))
        {
            StartCoroutine("reload");  // if out of bullets.... reload
            yield break;
        }
       
        // Register that we shot this frame,
        // so that the LateUpdate function enabled the muzzleflash renderer for one frame
        m_LastFrameShot = Time.frameCount;
    }
    // Create and Fire a raycast
    IEnumerator FireOneRay()
    {

        string[] Info = new string[2];
        int hitCount = 0;
        bool tracerWasFired = false;
        Vector3 position = muzzlePoint.position; // position to spawn bullet is at the muzzle point of the gun
        Vector3 direction = muzzlePoint.TransformDirection(Random.Range(-maxSpread, maxSpread) * spread, Random.Range(-maxSpread, maxSpread) * spread, 1);
        Vector3 dir = (weaponTarget.transform.position - position) + direction;

        // set the gun's info into an array to send to the bullet
        bulletInfo[0] = damage;
        bulletInfo[1] = impactForce;
        bulletInfo[2] = maxPenetration;
        bulletInfo[3] = maxSpread;
        bulletInfo[4] = spread;
        bulletInfo[5] = bulletSpeed;

        if (shotsFired >= roundsPerTracer)
        {
            FireOneTracer(bulletInfo);
            shotsFired = 0;
            tracerWasFired = true;
        }        
       
        RaycastHit[] hits = Physics.RaycastAll(position , dir, range);

        for (int i = 0; i < hits.Length; i++)
        {
            if (hitCount >= maxPenetration)
            {
                yield break;
            }          

            RaycastHit hit = hits[i];
            //Debug.Log( "Bullet hit " + hit.collider.gameObject.name + " at " + hit.point.ToString() );

            // notify hit
            if (!tracerWasFired)
            { // tracers are set to show impact effects... we dont want to show more then 1 per bullet fired
                ShowHits(hit); // show impacts effects if no tracer was fired this round
            }

            Info[0] = localPlayerName;
            Info[1] = damage.ToString();
            hit.collider.SendMessageUpwards("ImHit", Info, SendMessageOptions.DontRequireReceiver);
            // Debug.Log("if " + hitCount + " > " + maxHits + " then destroy bullet...");   
            hitCount++;
        }       
    }
    // Create and Fire 1 launcher projectile
    IEnumerator FireOneProjectile()
    {
        Vector3 position = muzzlePoint.position; // position to spawn rocket / grenade is at the muzzle point of the gun

        bulletInfo[0] = damage;
        bulletInfo[1] = impactForce;
        bulletInfo[2] = maxPenetration;
        bulletInfo[3] = maxSpread;
        bulletInfo[4] = spread;
        bulletInfo[5] = bulletSpeed;

        switch (typeOfLauncher)
        {
            case LauncherType.Grenade:
                GameObject newNoobTube = Instantiate(grenade, position, transform.parent.rotation) as GameObject;
                newNoobTube.SendMessageUpwards("SetUp", bulletInfo);
                break;
            case LauncherType.Rocket:
                GameObject newRocket = Instantiate(rocket, position, transform.parent.rotation) as GameObject;
                newRocket.SendMessageUpwards("SetUp", bulletInfo);
                break;
            default:
                Debug.Log("invalid launcher type.... default fired");
                break;
        }

        if (GetComponent<AudioSource>())
        {
            GetComponent<AudioSource>().Play();  // if there is a gun shot sound....play it
        }

        if ((bulletsLeft == 0))
        {
            StartCoroutine("reload");  // if out of bullets.... reload
            yield break;
        }

        // Register that we shot this frame,
        // so that the LateUpdate function enabled the muzzleflash renderer for one frame
        m_LastFrameShot = Time.frameCount;

    }
    // create and "fire" an empty shell
    void EjectShell()
    {
        Vector3 position = ejectPoint.position; // ejectile spawn point at gun's ejection point
       
        if (shell)
        {
            Rigidbody newShell = Instantiate(shell, position, transform.parent.rotation) as Rigidbody; // create empty shell
            //give ejectile a slightly random ejection velocity and direction
            newShell.velocity = transform.TransformDirection(Random.Range(-2, 2) - 3.0f, Random.Range(-1, 2) + 3.0f, -Random.Range(-2, 2) + 1.0f);
        }
    }
    // tracer rounds for raycast bullets
    void FireOneTracer(float[] info)
    {
        Vector3 position = muzzlePoint.position;
        GameObject newTracer = Instantiate(bullet, position, transform.parent.rotation) as GameObject; // create a bullet
        newTracer.SendMessageUpwards("SetUp", info); // send the gun's info to the bullet
        newTracer.SendMessageUpwards("SetTracer");  // tell the bullet it is only a tracer
    }
    //effects for raycast bullets
    void ShowHits(RaycastHit hit)
    {
        switch (hit.transform.tag)
        {
            case "bullet":
                // do nothing if 2 bullets collide
                break;
            case "Player":
                // add blood effect
                break;
            case "wood":
                // add wood impact effects
                break;
            case "stone":
                // add stone impact effect
                break;
            case "ground":
                // add dirt or ground  impact effect
                break;
            default: // default impact effect and bullet hole
                Instantiate(impactEffect, hit.point + 0.1f * hit.normal, Quaternion.FromToRotation(Vector3.up, hit.normal));
                GameObject newBulletHole = Instantiate(bulletHole, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject;
                newBulletHole.transform.parent = hit.transform;
                break;
        }
    }
    // reload your weapon
    IEnumerator reload()
    {
        if (isReloading)
        {
            yield break; // if already reloading... exit and wait till reload is finished
        }

        if (numberOfClips > 0)
        {
            isReloading = true; // we are now reloading
            numberOfClips--; // take away a clip
            yield return new WaitForSeconds(reloadTime); // wait for set reload time
            bulletsLeft = bulletsPerClip; // fill up the gun
        }

        isReloading = false; // done reloading
    }
}

current

if(curHealth < 0)
            curHealth = 0;

you need

if(curHealth < 0)
{
            curHealth = 0;
            Die()
}

(note the braces to change single line if into multi-line if)
create the Die() function and do whatever you want to do on death…