Adding Points When Enemy is Destroyed

**I need to update the Score when an Enemy is destroyed by my character. I’m new to C# but I do have some experience in programming.
Here are my two scripts that I am working with… I would like to implement the “addPoints” function of ScoreScript into the part of HealthScript that destroys the enemy when the hp is 0.

Health for enemy**

using UnityEngine;
using System.Collections;

public class HealthScript : MonoBehaviour {
	public int hp = 1;
	public bool isEnemy = true;
	


	public void Damage(int damageCount)
	{
		hp -= damageCount;
		
		if (hp <= 0) 
		{
			Destroy (gameObject);



		}
	}
	
	void OnTriggerEnter2D(Collider2D otherCollider)
	{
		ShotScript shot = otherCollider.gameObject.GetComponent<ShotScript> ();
		if(shot != null)
		{
			if(shot.isEnemyShot != isEnemy)
			{
				Damage(shot.damage);
				Destroy(shot.gameObject);
			}
		}
	}
	}

Score Script

using UnityEngine;
using System.Collections;

public class Score : MonoBehaviour
{
	public int score = 0;					// The player's score.


	private PlatformerCharacter2D playerControl;	// Reference to the player control script.
	private int previousScore = 0;			// The score in the previous frame.


	void Awake ()
	{
		// Setting up the reference.
		playerControl = GameObject.FindGameObjectWithTag("Player").GetComponent<PlatformerCharacter2D>();
	}

	public void addPoints() {
				score = score + 88;
		}


	void Update ()
	{
		// Set the score text.
		guiText.text = "Score: " + score;

		// If the score has changed...
		if(previousScore != score)
			// ... play a taunt.


		// Set the previous score to this frame's score.
		previousScore = score;
	}

}

Just get&store the score script into the enemy script. Now you can use all score script public functions and variables from enemy script.

using UnityEngine;
using System.Collections;

public class HealthScript : MonoBehaviour {
	public int hp = 1;
	public bool isEnemy = true;

	private Score scoreScript;

	void Awake()
	{
		GameObject scoreObject = GameObject.Find("Your ScoreScript's GameObject name");
		scoreScript = scoreObject.GetComponent<Score>();
	}

	
	public void Damage(int damageCount)
	{
		hp -= damageCount;
		
		if (hp <= 0) 
		{
			scoreScript.addPoints();

			Destroy (gameObject);
			
		}
	}
	
	void OnTriggerEnter2D(Collider2D otherCollider)
	{
		ShotScript shot = otherCollider.gameObject.GetComponent<ShotScript> ();
		if(shot != null)
		{
			if(shot.isEnemyShot != isEnemy)
			{
				Damage(shot.damage);
				Destroy(shot.gameObject);
			}
		}
	}
}