My TakeDamage function doesnt work
Hello everyone, am stuck with my project. When i call my TakeDamage function, the health slider doesn't get reduced. Here is my code and screen shoots.
 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 namespace s3
 {
 
  public class PlayerHealth : MonoBehaviour {
 
     public int StartingHealth = 100;
     public int CurrentHealth;
     public Slider HealthSlider;
 //    public Image DamageImage;
 //    public float FlashSpeed = 5f;
 //    public Color FlashColor = new Color(1f, 0f, 0f, 0.1f);
   //  public TankShooting PlayerShooting;
   //  public CarController CarControl;
 
     bool IsDead;
     bool Damaged;
     // Use this for initialization
     void Awake () {
         CurrentHealth = StartingHealth;
         HealthSlider = GetComponent<Slider> ();
       //  PlayerShooting.GetComponent<TankShooting> ();
      //   CarControl = GetComponent<CarController> ();
         
     }
 
     public void TakeDamage (int amount)
     {
             CurrentHealth -= amount;
             HealthSlider.value = CurrentHealth;
 
             if (CurrentHealth <= 0 && !IsDead) 
             {
                 Death ();
             }
     }
 
     void Death ()
     {
         //    PlayerShooting.enabled = false;
         //    CarControl.enabled = false;
     }
 
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     }
   }
 }
 
               This is the code where the TakeDamage function is called
  ![using UnityEngine;
     using UnityEngine.UI;
     
     namespace s3
     {
     
     public class TankShooting : MonoBehaviour
      {
         public int m_PlayerNumber = 1;       
         public Rigidbody m_Shell;            
         public Transform m_FireTransform;           
         public AudioSource m_fireSound;
         public ParticleSystem m_muzzleFlashTurret;
         public Light m_light;
         PlayerHealth playerHealth;
         public int damage;
         GameObject player;
         private string m_FireButton;         
         private float m_CurrentLaunchForce = 6000f;          
         private bool m_Fired;                
     
     
         private void OnAwake()
         {
             m_fireSound = GetComponent<AudioSource>();
             m_Shell = GetComponent<Rigidbody>();
             m_light = GetComponent<Light> ();
             player = GameObject.FindGameObjectWithTag ("Cube");
             playerHealth = player.GetComponent<PlayerHealth>();
         }
     
     
         private void Start()
         {
             m_FireButton = "Fire" + m_PlayerNumber;
             m_light.enabled = false;
     
         }
         
     
         private void Update()
         {
             // Track the current state of the fire button and make decisions based on the current launch force.
            if(Input.GetButtonDown (m_FireButton)) {
                 playerHealth.TakeDamage (damage);
                 Fire();
                 m_light.enabled = true;
             }
             if (Input.GetButton (m_FireButton)) {
                 Fire();
                 m_light.enabled = true;
             }
             if (Input.GetButtonUp (m_FireButton)) {
                 m_light.enabled = false;
             }
         }
     
     
     
         private void Fire()
         {
             // Instantiate and launch the shell.
             m_Fired = true;
             Rigidbody shellInstance = Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
     
         
     
         //    shellInstance.AddForce (m_FireTransform.forward * 6000*Time.deltaTime);
     
             shellInstance.velocity = m_CurrentLaunchForce*m_FireTransform.forward*Time.deltaTime;
     
             // play fireshoot audio
         //    if(m_fireSound.isPlaying) m_fireSound.Stop();
         //    m_fireSound.Play();
     
             // play muzzle flash when turret is fired
             if(m_muzzleFlashTurret.isPlaying) m_muzzleFlashTurret.Stop();
             m_muzzleFlashTurret.Play();
                
          //   playerHealth.TakeDamage (damage);
     
         }
      }
     }][1]
 
               [1]: /storage/temp/68505-screenshot-53.png
 
                 
                screenshot-51.png 
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                screenshot-53.png 
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