How can I lose health when my enemy collides with the player?

Soo… I’m creating a simple game. The player has 10 health-points and the enemy 100 (dies on 6 hits). I want to make it so the player lose health every tick if the enemy is touching it. Just a simple collide thing.

Player code:

var curHealth : int = 100;
var maxHealth : int = 100;

var healthtext : GUIText;



function Start () {


healthRegen();

}





function Update () {


healthtext.text = curHealth + " / " + maxHealth;


if(curHealth < 1 ) {

curHealth = 10;

Application.LoadLevel ("Death");




}


if(curHealth > 100) {


curHealth = 100;


}







if(Input.GetKeyDown("e")) {

curHealth -= 1;

}

if(Input.GetKeyDown("m")) {

Application.LoadLevel ("MainMenu");

}

}

// CODE THAT DOES NOT WORK! WHY?
function OnCollisionEnter(collision : Collision){

    if(collision.CompareTag("Enemy")){

        //Reduce global health var
        curHealth -= 1;

    }

}




function healthRegen () {


for(i=1;i>0;i++) {



yield WaitForSeconds(2.5);

if(curHealth < maxHealth) {

curHealth++;

}


}


}

Enemy Code:

var Distance;
var Target : Transform;
var lookAtDistance = 25.0;
var chaseRange = 15.0;
var attackRange = 1.5;
var moveSpeed = 5.0;
var Damping = 6.0;
var attackRepeatTime = 1;

private var attackTime : float;

var controller : CharacterController;
var gravity : float = 20.0;
private var MoveDirection : Vector3 = Vector3.zero;

function Start ()
{
	attackTime = Time.time;
}

function Update ()
{
	Distance = Vector3.Distance(Target.position, transform.position);
	
	if (Distance < lookAtDistance)
	{
		lookAt();
	}
	
	if (Distance > lookAtDistance)
	{
		renderer.material.color = Color.green;
	}
	
	if (Distance < attackRange)
	{
		attack();
	}
	else if (Distance < chaseRange)
	{
		chase ();
	}
}

function lookAt ()
{
	renderer.material.color = Color.yellow;
	var rotation = Quaternion.LookRotation(Target.position - transform.position);
	transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
}

function chase ()
{
	renderer.material.color = Color.red;
	
	moveDirection = transform.forward;
	moveDirection *= moveSpeed;
	
	moveDirection.y -= gravity * Time.deltaTime;
	controller.Move(moveDirection * Time.deltaTime);
}

function attack ()
{
	if (Time.time > attackTime)
	{
		Debug.Log("Basic");
		attackTime = Time.time + attackRepeatTime;
	}
}

function ApplyDammage ()
{
	chaseRange += 5;
	moveSpeed += 0.013;
	lookAtDistance += 6;
}

Please help :frowning:

look here and see if this helps you
http://forum.unity3d.com/threads/84715-Collision-with-enemy-lose-health

sfc