public void TakeDamage(float damage) { if (dead == false) { gameObject.GetComponent <SkelStateMachine> ().currentState = gameObject.GetComponent <SkelStateMachine> ().attackingState; currentHealth -= damage; float cHealth = currentHealth / health; if (cHealth >= 0) { SetHealthBar(cHealth); } if (currentHealth <= 0) { anim.SetBool("Dead", true); dead = true; gameObject.SendMessage("Dead"); DropGold(); OverHHealth.SetActive(false); questManager.AddQuestObjective(iD); } Attack(); } }