health drops to soon

I like to know why if i shoot de enemy it’s health going down to health1 and not step by stept: health10,health9,health8,…health1?

static var healthcount:int=10;

var health0:Texture2D;

var health1:Texture2D;

var health2:Texture2D;

var health3:Texture2D;

var health4:Texture2D;

var health5:Texture2D;

var health6:Texture2D;

var health7:Texture2D;

var health8:Texture2D;

var health9:Texture2D;

var health10:Texture2D;

function Start () {

}

function Health2(){

var healthtexture = GameObject.Find(“10”);

if(healthcount <10){
healthtexture.guiTexture.texture = health9;
}

if(healthcount <9){
healthtexture.guiTexture.texture = health8;
}

if(healthcount <8){
healthtexture.guiTexture.texture = health7;
}

if(healthcount <7){
healthtexture.guiTexture.texture = health6;
}

if(healthcount <6){
healthtexture.guiTexture.texture = health5;
}

if(healthcount <5){
healthtexture.guiTexture.texture = health4;
}

if(healthcount <4){
healthtexture.guiTexture.texture = health3;
}

if(healthcount <3){
healthtexture.guiTexture.texture = health2;
}

if(healthcount <2){
healthtexture.guiTexture.texture = health1;
}

if(healthcount <1){
healthtexture.guiTexture.texture = health0;
}

}

InvokeRepeating(“Gothit”,0,0.5);
function Gothit(){
healthcount -=1;
}

function OnTriggerEnter(myTrigger : Collider){

if(myTrigger.gameObject.tag == "Enemy"){
Health2();
	if (healthcount <0){	
		Destroy(gameObject.Find("Enemy Car"));
	}
}

}

I think you have to say

if(healthcount == 3 ){ healthtexture.guiTexture.texture = health3; }

your Script just says if health count is less than ten show health9 but as soon as you get a hit point, your health is less then 10 and if he would get hit 2 times it still would be less than ten so it just displays the last texture^^