Burgzergarcade VitalBar.cs Problem

I followed burgergarcade’s tutorial for the VitalBar.cs, but I have a problem. When ever I target a Mob Slug, my players health turns into the mobs health so when I target a mob I get his health status… I’ve looked it over an couldn’t figure out what’s wrong.

Here is my VitalBar.cs

using UnityEngine;
using System.Collections;

public class VitalBar : MonoBehaviour {
	public bool _isPlayerHealthBar;		//this boolean value tells us if this is the player health bar or the mob health bar 
	
	private int _maxBarLength;				//this is how large the vital bar can be if the player is at 100% health
	private int _curBarLength;				//this is the current length of the vital bar
	private GUITexture _display;
	
	void Awake(){
		_display = gameObject.GetComponent<GUITexture>();
	}
	
	// Use this for initialization
	void Start () {
//		_isPlayerHealthBar = true;
		
		_maxBarLength = (int)_display.pixelInset.width;
		_curBarLength = _maxBarLength;
		_display.pixelInset = CalculatePosition();
		OnEnable();
	}
	
	// Update is called once per frame
	void Update () {
	
	}
	
	//this method is called when the gameobject is enabled
	public void OnEnable(){
		if(_isPlayerHealthBar)
			Messenger<int, int>.AddListener("player health update", OnChangeHealthBarSize);
		else
			ToggleDisplay(false);
			Messenger<int, int>.AddListener("mob health update", OnChangeHealthBarSize);
			Messenger<bool>.AddListener("show mob vitalbars", ToggleDisplay);
	}
	
	//this method is called when the gameobject is disabled
	public void OnDisable(){
		if(_isPlayerHealthBar)
			Messenger<int, int>.RemoveListener("player health update", OnChangeHealthBarSize);
		else
			Messenger<int, int>.RemoveListener("mob health update", OnChangeHealthBarSize);
			Messenger<bool>.RemoveListener("show mob vitalbars", ToggleDisplay);
	}
	
	//this method will calculate the total size of the health bar in relation to % of health the target has left
	public void OnChangeHealthBarSize(int curHealth, int maxHealth){
//		Debug.Log("We heard and event: curHealth = " + curHealth + " - maxHealth = " + maxHealth);
		
		_curBarLength = (int)((curHealth / (float)maxHealth) * _maxBarLength);		//this calculates the current bar length based on the player cur health%
		_display.pixelInset = CalculatePosition();
	}	
	
	//setting the healthbar to the player or mob 
	public void SetPlayerHealthBar(bool b){
		_isPlayerHealthBar = b;	
	}
	
	private Rect CalculatePosition(){
		float yPos =  _display.pixelInset.y / 2 - 15;
				
		if(!_isPlayerHealthBar){
			float xPos = (_maxBarLength - _curBarLength) - (_maxBarLength / 4 + 15);
			return new Rect(xPos, yPos, _curBarLength, _display.pixelInset.height);
		}
		
		return new Rect(_display.pixelInset.x, yPos, _curBarLength, _display.pixelInset.height);
	}
	
	private void ToggleDisplay(bool show){
		_display.enabled = show;
	}
}

If this helps here is my TargetMob.cs script:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class TargetMob : MonoBehaviour {
	public List<Transform> targets;
	public Transform selectedTarget;
	private Transform myTransform;
	
	// Use this for initialization
	void Start () {
		targets = new List<Transform>();
		selectedTarget = null;
		myTransform = transform;
		AddAllEnemies();
	}
	
	public void AddAllEnemies(){
		GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy"); 	
		
		foreach(GameObject enemy in go)
		AddTarget(enemy.transform);
	}	
	
	public void AddTarget(Transform enemy){
		targets.Add(enemy);
		
	}	
	
	private void SortTargetsByDistance(){//selects nearest enemy as target
		targets.Sort(delegate(Transform t1, Transform t2) { 
			return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position));
				});
	}	
	private void TargetEnemy(){
	  	if(targets.Count == 0)
			AddAllEnemies();
		
		if(targets.Count > 0){
			if(selectedTarget == null){
			
			SortTargetsByDistance();
			selectedTarget = targets[0];	
		}else{
		
			int index = targets.IndexOf(selectedTarget); //cycles through index of enemy list
				if (index < targets.Count - 1){
					index++;	
			}else{
				index = 0;
			}	
			DeselectTarget();
			selectedTarget = targets[index];
		}	
		SelectTarget();	
		}	
	}
	
	private void SelectTarget(){ //colors selected target
		Transform name = selectedTarget.FindChild("Name");
		
		if(name == null){
			Debug.LogError("Could not find the name on " + selectedTarget.name);
			return;
		}
		
		name.GetComponent<TextMesh>().text = selectedTarget.GetComponent<Mob>().Name;
		name.GetComponent<MeshRenderer>().enabled = true;
		selectedTarget.GetComponent<Mob>().DisplayHealth();
		Messenger<bool>.Broadcast("show mob vitalbars", true);
	}	
	
	private void DeselectTarget(){ // uncolors previously selected targets
		selectedTarget.FindChild("Name").GetComponent<MeshRenderer>().enabled = false;
		selectedTarget = null;
		Messenger<bool>.Broadcast("show mob vitalbars", true);
	}
	// Update is called once per frame
	void Update () {
		if(Input.GetKeyDown(KeyCode.Tab)){
			TargetEnemy();
		}	
	}
}

Let me know if you need more information

Thanks in Advance

i have similar problem- my player bar on the left decreases its size to the right, my mob on the right decreases its size to the left, ther the wrong way round