//this gets called by the GetDamage Script public IEnumerator Damage(int damageReceived) { count += 1; if (currentHealth - damageReceived < 0) { damageReceived = currentHealth; } currentHealth -= damageReceived; StartCoroutine(healthBar.AnimateHealth(damageReceived)); //getting called twice for some reason. This could be causing the noanimation/notimer glitch if (currentHealth <= 0 && alive) { StartCoroutine(Death()); } yield return(null); }