// get health component percentage decimal value, then assign // rect transform scale's x-value to that public void HandleHealth() { // hides the health bar once the enemy dies // and also hides it when it is full if (Mathf.Approximately(healthComponent.GetHealthDecimalValue(), 0) || Mathf.Approximately(healthComponent.GetHealthDecimalValue(), 1)) { canvas.enabled = false; return; } canvas.enabled = true; foregroundRectTransform.localScale = new Vector3(healthComponent.GetHealthDecimalValue(), 1, 1); }