Need a script for enemy to lose health

Hey guy’s
I’m kinda new on unity scripting and need some help, I made a enemy health script, but now i cant seem to figure out how to make it lose health when I shoot at it.

This is my Enemy Health script

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 () {
		AddjustCurrenthealth(0);
	}
	
	void OnGUI() {
		 GUI.Box(new Rect(10, 40, healthBarLength, 20), curHealth + "/" + maxHealth);
	}
	
	public void AddjustCurrenthealth(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);
    }	
}

I posted an entire set of scripts for this. You may wish to look at. :wink:

http://forum.unity3d.com/threads/90727-Require-some-help-in-code.?p=587600&viewfull=1#post587600

Do you have that in C sharp? because my health bar is in C sharp

from top to buttom of his script: (Note: This is completely untested :P)

using UnityEngine;
using System.Collections;

public class TEST : MonoBehaviour {


	GameObject Bullet;
	bool activeUnit = false;

	void Update()
	{

		if(activeUnit)
		{

			if(Input.GetButtonDown("Fire2")){
				GameObject bullet = Instantiate(Bullet, GameObject.Find("SpawnPoint").transform.position,
				                     Quaternion.identity);
				bullet.rigidbody.AddForce(transform.forward * 5000);
				bullet.active = true;
			}
		}
	}
}

And for the bullet:

using UnityEngine;
using System.Collections;

public class Bullet : MonoBehaviour {

	float damage = 5.0f;
	private Vector3 lastPosition;


	void OnEnable() {
		lastPosition = transform.position;
	}


	void LateUpdate()
	{
		RaycastHit hit;
		Ray r = new Ray(lastPosition, transform.position-lastPosition);
		float distance = Vector3.Distance(transform.position, lastPosition);
		if(Physics.Raycast(r,hit,distance))
		{
			hit.collider.gameObject.SendMessage("TakeDamage", damage,
			                                    SendMessageOptions.DontRequireReceiver);
			Destroy(gameObject);
		}
		lastPosition = transform.position;
	}

	

}

And for the object that has the healthbar etc …

float hitPoints = 100.0f;

void TakeDamage(float amount)
{
	hitPoints -= amount;
	if(hitPoints <= 0.0f) {
		Destroy(gameObject);
	}
	                      
}

thanks, I’l give it a trye