i need to display a health bar without messing up my code here.

i am wanting to make a health bar that displays on a GUI on the player. this is the enemy script that has access to the health and i require some assistance to make it. I of course want the health bar to go down as the player’s health does.

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

public class Chase : MonoBehaviour
{
    public AudioSource Cough;
    public Transform player;
    private Animator anim;
    private UnityEngine.AI.NavMeshAgent nav;
    public float waitTime = .05f;
    public float delay = 3;
    public int playerhealth = 50;

    // Use this for initialization
    void Start()
    {
        nav = GetComponent<UnityEngine.AI.NavMeshAgent>();
        anim = GetComponent<Animator>();
       
    }

    // Update is called once per frame
    void Update()
    {
        if (Vector3.Distance(player.position, this.transform.position) < 3.25)
        {
            
            StartCoroutine(HarmPlayer());
        }
        Vector3 direction = player.position - this.transform.position;
        float angle = Vector3.Angle(direction, this.transform.forward);

        if (Vector3.Distance(player.position, this.transform.position) < 10 && angle < 80)
                    {
            
            nav.enabled = false;
            direction.y = 0;
           

            this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
                Quaternion.LookRotation(direction), 0.2f);
            

            anim.SetBool("isWalking", false);
            if (direction.magnitude > 2)
            {
                


                this.transform.Translate(0, 0, 0.15f);
                anim.SetBool("Running", true);
                anim.SetBool("isAttack", false);
            }
            else
            {
                anim.SetBool("isAttack", true);
                anim.SetBool("isWalking", false);
               
            }


            if ((playerhealth) < 1)
            {
                SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
            }






        }       

        else
        {
            nav.enabled = true;
            anim.SetBool("isWalking", true);
            anim.SetBool("Running", false);
            anim.SetBool("isAttack", false);
        }

        
         
    }

       




    IEnumerator HarmPlayer()
    {
        Cough.Play();
        yield return new WaitForSeconds(waitTime);
        print("Enemy" + playerhealth);
        playerhealth = playerhealth - 1;
    }
}

You should create a ‘filled’ UI element and set it’s fillAmount to playerhealth / maxplayerhealth (which ofcourse means that you have to save maxplayerhealth somewhere)