Boxcollider 2D Destroyed

I am making a metroidvania game and its going really but when ever i collect a power up i get this error The object of type ‘BoxCollider2D’ has been destroyed but you are still trying to access it. How do i fix it because it works perfectly just how i want it the only thing is i get the error, my code(its attached to my player) CAN ANSWERS BE IN JAVA SCRIPT ONLY:

#pragma strict

var Speed : float = 12;
var Health : float = 100;

//Items and ability variables
var ShowLabelSuperboots : boolean = false;
var ShowLabelLaserblaster : boolean = false;
var ShowLabelMegaBoots : boolean = false;
var ShowLabelGevar : boolean = false;

var Skin : GUISkin;
var AbilityLabelTime : float = 3;
var CollectedGun : boolean = false;
var StopTime : float = 3;

//Bullet variables
public var bulletRight : GameObject;
public var bulletLeft : GameObject;

function Update () 
{

//Jump
if (Input.GetKey (KeyCode.W))  
	{
		transform.Translate(Vector3(0,Speed,0) * Time.deltaTime);
	}
	
//Move left
if (Input.GetKey (KeyCode.A)) 
	{
		transform.localScale.x = 1;
		transform.Translate(Vector3(-Speed,0,0) * Time.deltaTime);
	}
	
//Move right
if (Input.GetKey (KeyCode.D)) 
	{
		transform.localScale.x = 1;
		transform.Translate(Vector3(Speed,0,0) * Time.deltaTime);
	}
	 
//Shoot right	 
if (CollectedGun == true){ 
	 if(Input.GetKey(KeyCode.RightArrow)) { 
     	Instantiate(bulletRight, transform.position, Quaternion.identity);
    }
}
    
//Shoot left    
   	  if (CollectedGun == true){ 
      if (Input.GetKey(KeyCode.LeftArrow)) {
      	Instantiate(bulletLeft, transform.position, Quaternion.identity);
    	}
	}
}

function OnTriggerEnter2D (other : Collider2D) {
 
//Super speed power up
     if (other.gameObject.tag == "SuperSpeed") {	
 		 ShowLabelSuperboots = true;
         Speed = Speed + 8;
         Destroy(other.gameObject);
         yield WaitForSeconds(AbilityLabelTime); ShowLabelSuperboots = false; 
     }
     
//Laserblaster power up     
     if (other.gameObject.tag == "Laserblaster") {
     	CollectedGun = true;
     	ShowLabelLaserblaster = true;
     	Destroy(other.gameObject);    	
     	yield WaitForSeconds(AbilityLabelTime); ShowLabelLaserblaster = false; 
     }
     
//Megaspeed power up     
     if (other.gameObject.tag == "MegaSpeed") {
     	ShowLabelMegaBoots = true;
     	Destroy(other.gameObject);
		Speed = Speed + 10;    	     	
     	yield WaitForSeconds(AbilityLabelTime); ShowLabelMegaBoots = false; 
     }
     
//Gevar suit power up     
     if (other.gameObject.tag == "Gevar") {
     	ShowLabelGevar = true;
     	Destroy(other.gameObject);
     	
     	yield WaitForSeconds(AbilityLabelTime); ShowLabelGevar = false;
 	}
 }
 
 function OnGUI()  {
 	GUI.skin = Skin;
 	
 	//Label Super Boots
 	if (ShowLabelSuperboots){
  		GUI.Label(Rect(100,100,Screen.width,Screen.height),"Super Boots Acquired - These let you move and jump faster"); 
  	}
  	
  	//Label Laserblaster
  	if (ShowLabelLaserblaster){
  		GUI.Label(Rect(100,100,Screen.width,Screen.height),"Laser Blaster Acquired - This lets you shoot with the arrow keys");
  	}
  	
  	//Label Mega Boots
  	if (ShowLabelMegaBoots){
  		GUI.Label(Rect(100,100,Screen.width,Screen.height),"Mega Boots Acquired - These let you move and jump even faster");
  	}
  	
  	//Label Gevar Suit
  	if (ShowLabelGevar){
  		GUI.Label(Rect(100,100,Screen.width,Screen.height),"Gevar Suit Acquired - Protects you from lava");
  	}
 }

Use else if:

function OnTriggerEnter2D (other : Collider2D) {
	//Super speed power up
	if (other.gameObject.tag == "SuperSpeed") {
		ShowLabelSuperboots = true;
		Speed = Speed + 8;
		Destroy(other.gameObject);
		yield WaitForSeconds(AbilityLabelTime); ShowLabelSuperboots = false;
	}
	//Laserblaster power up
	else if (other.gameObject.tag == "Laserblaster") {
		CollectedGun = true;
		ShowLabelLaserblaster = true;
		Destroy(other.gameObject);
		yield WaitForSeconds(AbilityLabelTime); ShowLabelLaserblaster = false;
	}
	//Megaspeed power up
	else if (other.gameObject.tag == "MegaSpeed") {
		ShowLabelMegaBoots = true;
		Destroy(other.gameObject);
		Speed = Speed + 10;
		yield WaitForSeconds(AbilityLabelTime); ShowLabelMegaBoots = false;
	}
	//Gevar suit power up
	else if (other.gameObject.tag == "Gevar") {
		ShowLabelGevar = true;
		Destroy(other.gameObject);
		yield WaitForSeconds(AbilityLabelTime); ShowLabelGevar = false;
	}
}

I worked it out I used some functions to make the labels appear:
#pragma strict

var Speed : float = 12;
var Health : float = 100;

//Items and ability variables
var ShowLabelSuperboots : boolean = false;
var ShowLabelLaserblaster : boolean = false;
var ShowLabelMegaBoots : boolean = false;
var ShowLabelGevar : boolean = false;

var Skin : GUISkin;
var AbilityLabelTime : float = 3;
var CollectedGun : boolean = false;
var StopTime : float = 3;

//Bullet variables
public var bulletRight : GameObject;
public var bulletLeft : GameObject;

function Update () 
{

//Jump
if (Input.GetKey (KeyCode.W))  
	{
		transform.Translate(Vector3(0,Speed,0) * Time.deltaTime);
	}
	
//Move left
if (Input.GetKey (KeyCode.A)) 
	{
		transform.localScale.x = 1;
		transform.Translate(Vector3(-Speed,0,0) * Time.deltaTime);
	}
	
//Move right
if (Input.GetKey (KeyCode.D)) 
	{
		transform.localScale.x = 1;
		transform.Translate(Vector3(Speed,0,0) * Time.deltaTime);
	}
	 
//Shoot right	 
if (CollectedGun == true){ 
	 if(Input.GetKey(KeyCode.RightArrow)) { 
     	Instantiate(bulletRight, transform.position, Quaternion.identity);
    }
}
    
//Shoot left    
   	  if (CollectedGun == true){ 
      if (Input.GetKey(KeyCode.LeftArrow)) {
      	Instantiate(bulletLeft, transform.position, Quaternion.identity);
    	}
	}
}

function OnTriggerEnter2D (other : Collider2D) {
 
//Super speed power up
     if (other.gameObject.tag == "SuperSpeed") {	
 		 ShowLabelSuperboots = true;
         Speed = Speed + 8;
         WaitAndFalseSuperSpeed ();
         Destroy(other.gameObject);
     }
     
//Laserblaster power up     
     if (other.gameObject.tag == "Laserblaster") {
     	CollectedGun = true;
     	ShowLabelLaserblaster = true;
     	WaitAndFalseLaserblaster ();
     	Destroy(other.gameObject);    	
     }
     
//Megaspeed power up     
     if (other.gameObject.tag == "MegaSpeed") {
     	ShowLabelMegaBoots = true;
		Speed = Speed + 10;
		WaitAndFalseMegaBoots ();
		Destroy(other.gameObject);    	     	
     }
     
//Gevar suit power up     
     if (other.gameObject.tag == "Gevar") {
     	ShowLabelGevar = true;
     	
     	WaitAndFalseGevar ();
     	Destroy(other.gameObject);
 	}
 }
 
 function OnGUI()  {
 	GUI.skin = Skin;
 	
 	//Label Super Boots
 	if (ShowLabelSuperboots){
  		GUI.Label(Rect(100,100,Screen.width,Screen.height),"Super Boots Acquired - These let you move and jump faster"); 
  	}
  	
  	//Label Laserblaster
  	if (ShowLabelLaserblaster){
  		GUI.Label(Rect(100,100,Screen.width,Screen.height),"Laser Blaster Acquired - This lets you shoot with the arrow keys");
  	}
  	
  	//Label Mega Boots
  	if (ShowLabelMegaBoots){
  		GUI.Label(Rect(100,100,Screen.width,Screen.height),"Mega Boots Acquired - These let you move and jump even faster");
  	}
  	
  	//Label Gevar Suit
  	if (ShowLabelGevar){
  		GUI.Label(Rect(100,100,Screen.width,Screen.height),"Gevar Suit Acquired - Protects you from lava");
  	}
 }
 
 function WaitAndFalseSuperSpeed () {
 	yield WaitForSeconds(AbilityLabelTime); ShowLabelSuperboots = false;
 } 
 
 function WaitAndFalseLaserblaster () {
 	yield WaitForSeconds(AbilityLabelTime); ShowLabelLaserblaster = false;
 }
 
 function WaitAndFalseMegaBoots () {
 	yield WaitForSeconds(AbilityLabelTime); ShowLabelMegaBoots = false;
 }
 
 function WaitAndFalseGevar () {
 	yield WaitForSeconds(AbilityLabelTime); ShowLabelGevar = false;
 }