public void applyDMG(float d) { currentHealth -= d; // Debug.Log("Current health : " + currentHealth + " Damage taken : " + damage); Healthbar.fillAmount = (currentHealth / maxHealth); if (currentHealth <= 0) { GManager.gManagerInstance.money += 2; PoolObject po = this.gameObject.GetComponent <PoolObject>(); po.DespawnPoolObject(this.gameObject); } }