[help] enemy Health Bar decrease at the same time

Hi all~
i have problems on my enemy health bar, when i try to hit single enemy the health bar on all enemies will decrease at the same time,
i don’t know what happen in here. Can someone help me Fix this ?

alt text

here is my scripts Player attack :

	var targets : GameObject [];
	var attackTimer : float;
	var coolDown : float;
	var prefabBullet : Transform;
	var shootForce : float;
	var hand : Transform;
	var fireRate : float = 1.4f;
	
	public var playerTarget : Transform;
	public var HealthEnabled:boolean = false;
 
    public var lastPlayerTarget;
	
	private var nextFire : float = 0f;
	
	
	// Use this for initialization
	function Start () {
	
		targets = GameObject.FindGameObjectsWithTag("Enemy");
		attackTimer = 0;
		coolDown = 1.0f;
	
	}
	
	// Update is called once per frame
	function Update () 
	{
	
        
      	if(Health == 0)
		{
		
		PlayerAnimation.Stop("dead");
		}

		if(attackTimer > 0)
			attackTimer -= Time.deltaTime;
		if(attackTimer < 0)
			attackTimer = 0;
		if(Input.GetKeyUp(KeyCode.Mouse0) || Input.GetKey (KeyCode.Return) && prefabBullet.rigidbody)
		{
			
			if(attackTimer == 0)
			{
				if( Health.health > 0 && EnemyHealthJava2.healthBarLength > 0)
				{
				//Health.health > 5;
				Attack();
				attackTimer = coolDown;
				}
				
			}
		}
	
	}
	
	function Attack()
	{ 
		
		   for (var i = 0; i < targets.Length; i++)
        {
		
		
			
         var distance : float = Vector3.Distance(targets*.transform.position, transform.position);*

var dir : Vector3 = (targets*.transform.position - transform.position).normalized;*

var direction : float = Vector3.Dot(dir, transform.forward);

* if(distance < 10)*
* {*
* if(direction > 0)*
* {*

* nextFire = Time.time + fireRate;*
* var clone : Transform = Instantiate(prefabBullet, hand.position, hand.rotation) as Transform;*
_ clone.rigidbody.velocity = transform.TransformDirection(Vector3.forward * 20);_

* animation.Play(“shoot”);*
_ var eh : EnemyHealthJava2 = targets*.GetComponent(“EnemyHealthJava2”);
eh.AdjustCurrentHealth(-10);*_

* }*
* }*

* } *
* }*

here is the enemy health:
var playerName : String;
var adjustment : float= 2.3f;
var healthTex : Texture2D;

static var health : int = 100;
static var curHealth : int = 100;
static var enemy : String;
static var alive : boolean = true;
static var healthBarLength : float = 100;

private var worldPosition : Vector3= new Vector3();
private var screenPosition : Vector3= new Vector3();
private var myTransform : Transform;
private var myCamera : Camera;
private var healthBarHeight : int= 5;
private var healthBarLeft : int= 110;
private var barTop : int= 1;
//private var healthBarLength : float= 100;
private var labelTop : int= 18;
private var labelWidth : int= 110;
private var labelHeight : int= 15;

private var myStyle : GUIStyle= new GUIStyle();

function Awake ()
{
* myTransform = transform;*
* myCamera = Camera.main;*
* myStyle.normal.textColor = Color.green;*
* myStyle.fontSize = 12;*
* myStyle.fontStyle = FontStyle.Bold;*
* myStyle.clipping = TextClipping.Overflow;*
}
function Update () {

* if (healthBarLength != null && curHealth <= 0)*
* {*

* Destroy(gameObject);*
* Debug.Log(“Enemy Death”);*
* return;*
* }*

}

function OnGUI ()
{

* worldPosition = new Vector3(myTransform.position.x, myTransform.position.y + adjustment,myTransform.position.z);*
* screenPosition = myCamera.WorldToScreenPoint(worldPosition);*

* GUI.Box(new Rect(screenPosition.x - healthBarLeft / 2, Screen.height - screenPosition.y - barTop,100, healthBarHeight), “”);*
* GUI.DrawTexture(new Rect(screenPosition.x - healthBarLeft / 2, Screen.height - screenPosition.y - barTop,healthBarLength, healthBarHeight), healthTex);*
* GUI.Label(new Rect(screenPosition.x - labelWidth / 2, Screen.height - screenPosition.y - labelTop, labelWidth, labelHeight), playerName, myStyle);*
*} *

static function UpOrDown (amount : int)
{

* healthBarLength += amount;*
}

public function AdjustCurrentHealth( adj : int)
{

* healthBarLength += adj;*

* if(healthBarLength <=0 && alive)*
* {*
* alive = false;*
* healthBarLength = 0;*

}
* if(healthBarLength > health)*
* healthBarLength = health;*

* if(health < 1)*
* health = 1;*
}

You don’t want to use the keyword static in static var health : int = 100; That means one instance of this variable for all instances of your class.

SOLVED problems , can see in here http://forum.unity3d.com/threads/177470-help-enemy-Health-Bar-decrease-at-the-same-time?p=1214131&posted=1#post1214131