public void Damage(int damageAmount) { health -= damageAmount; if (health <= 0) { gameObject.SetActive(false); //or Destroy(gameObject); if (destructibleComponent != null) { destructibleComponent.TriggerDrop(); } return; } else { healthBar.SetValue((float)health / maxHealth); if (destructibleComponent != null) { destructibleComponent.ChangeState(health); // state is health } } // Debug.Log(health); }