access a script from another

I have tryed everything, i cant solve this because im a c# noob but I am sure that the solution is very simple.
It gives me an error “Static member cannot be accessed with an instance reference, qualify it with a type name instead” on the gameObject.Find()

    using UnityEngine;
using System.Collections;

public class MissionManager : MonoBehaviour {
	
	
	
	public GUIText timer;
	
	
	public GUIText messanger;
	//public GUITexture texture;
	public int guiTime = 2;
	
	
	public Transform arrowObject;
	public Transform[] target;
	
	
	
	private int currentTarget = 0;
	private int moneyAmount = 0;
	

	
	
	void Awake (){
	messanger.text = "Recati alla pizzeria per cominciare le consegne";
	messanger.gameObject.active = true;
    //texture.gameObject.active = true;
    // Start coroutine for deactivating gui elements
    StartCoroutine(GuiDisplayTimer());
	timer.enabled = false;
	
}
	void Start(){
	
		
}
	void Update (){
	arrowObject.transform.LookAt( target[currentTarget] );	
}
	void OnTriggerEnter(Collider other){
	if (other.transform == target[currentTarget]){
	currentTarget++;
	if(currentTarget >= target.Length){	
    currentTarget = 0;
	}			
}
	if (other.transform == target[0]){
	timer.enabled = true;	
    messanger.text = "Consegna la pizza entro il tempo limite";
    messanger.gameObject.active = true;
    //texture.gameObject.active = true;
    // Start coroutine for deactivating gui elements
    StartCoroutine(GuiDisplayTimer());
	}
	if (other.transform == target[1]){
	moneyAmount = 20;
	gameObject.Find("pizzeria").GetComponent (MoneySystem).GUIMoney.text = "$"+moneyAmount;
	timer.enabled = true;	
    messanger.text = "Complimenti consegna effettuata  20$";
    messanger.gameObject.active = true;
    //texture.gameObject.active = true;
    // Start coroutine for deactivating gui elements
    StartCoroutine(GuiDisplayTimer());
	}
}	
	IEnumerator GuiDisplayTimer(){
        // Waits an amount of time
        yield return new WaitForSeconds(guiTime);
        // Deactivate GUI objects;
        messanger.gameObject.active = false;
        //texture.gameObject.active = false;
    }
}

thanks

how about:

    gameObject.Find("pizzeria").GetComponent<MoneySystem>().GUIMoney.text = "$"+moneyAmount;

the trick is the GetComponent function… the word in the < > brackets is the template, but the function still needs () to be called and THEN you have access.