public void LoseHealth(float amount) { // Show damage overlay for 1 second StartCoroutine(overlay.ShowOverlay()); //playerAudio.PlayOneShot(playerHurt); playerAudio.volume = 0.0f; playerAudio.clip = playerHurt; playerAudio.Play(); StartCoroutine(SoundManager.Fade(playerAudio, 0.75f, 0.8f)); print(amount); print(defense); currentValue -= amount - defense; print(currentValue); if (currentValue < 0) { currentValue = 0; } if (currentValue == 0) { //This line prevents the Death Screen from loading for some reason //anim.Play("Death"); SceneManager.LoadScene("Death Screen"); } currentFill = currentValue / maximumHealth; }