Opening a level when dead

i have got a script which is a gui health bar but when it gets to 0 i want to be able to load the end game sequense hear is the script:

using UnityEngine; using System.Collections;

public class PlayerHealth : 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, 10, 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);
}
if(curHealth < 0)

Application.LoadLevel("game over");

}

As well as the Bampf's suggestion, I think you might have a logic problem as well.

if(curHealth < 0)
    curHealth = 0;

resets curHealth to 0. Therefore, your Application.LoadLevel will never be triggered. try instead:

public void AddjustCurrentHealth(int adj) {
curHealth += adj;

if(curHealth <= 0) {
    curHealth = 0;
    Application.LoadLevel("game over");}

if(curHealth > maxHealth)
    curHealth = maxHealth;

if(maxHealth < 1)
    maxHealth = 1;

healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);

}

Looks like the check at the for curHealth < 0 isn't inside any of the procedures. In C# you can't do that. (You can do it in Unity Javascript, but it's the same as putting those lines inside of Awake() - they will run first, which is not when you want to do the health check.)

Try moving it up a line, into the AdjustCurrentHealth method:

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);

    if(curHealth < 0)
        Application.LoadLevel("game over");
    }
}