Player attack script + enemy health

To all the people on this planet, I ask for a moment of your time to simple answer a question of my, if you have stayed this far, thanks.

Know onto business, I am wondering if anyone could help me with a little scripting problem that I am having, let me explain, I’ve downloaded the a simple health system from the Unity Asset store (Grid Digital - Simple Health System). Contain within this file, the health system seems to simple use a integer system, that pretty much seems to remove a unit of health ever time the player takes damage.

The following is the health script…

var OneHeart : Texture2D; //These variables contain the textures used for the gui.
var TwoHearts : Texture2D;
var ThreeHearts : Texture2D;
var FourHearts : Texture2D;
var NoHearts : Texture2D;

static var Hearts : int = 4; //This is the amount of hearts the character has.

function Update (){
	if(Hearts == 4){ //These if statements change the Gui Texture based on the static var Hearts.
	if(Hearts == 3){
	if(Hearts == 2){
	if(Hearts == 1){
	if(Hearts == 0){
	if(Hearts > 4){ //These two if statements keep the static var Hearts within the 0-4 range.
		Hearts = 4;


and this script is what removes health from the player…

var Amount : int = -1; //This is the amount of damage this does to the character.

function OnTriggerEnter (other : Collider) { //This checks for a collision. For this to work, the object needs to have a collider that is a trigger.
	HeartsGui.Hearts +=Amount; //Applies the damage by sending the data to the HeartsGui.js.
	//Destroy(gameObject); //Destroys the game object.

Know I was wondering if anyone could help me figure out how to make a script that pretty much removes 1 int of health from the enemy character, ever time the player hits him. Any help would be great.

Go dtí an chéad uair eile, slán leat

Here is a EnemyHealth System that I am currently using…

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 () {

	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 / 4) * (curHealth / (float)maxHealth);

Let me know if this helps…