(c#)enemyHealth + playerAttack

Hello.
I don`t understand what is wrong in this script, need a help.

I have 2 scripts: PlayerAttack & EnemyHealth.
When I playing the scene, healthBar is immediately goes to zero, but I want that it decrease by 10.

public class EnemyHealth : MonoBehaviour
{
public int currentHealth = 100;
public int maxHealth = 100;

public float healthBarLength;

// Use this for initialization
void Start () 
{
	AdjustHealth(currentHealth);

	healthBarLength = Screen.width / 2;

	currentHealth = maxHealth;
}

// Update is called once per frame
void Update () 
{
	// AdjustHealth(currentHealth);
	AdjustHealth(0);

	if(currentHealth == 0)
	{
		Death();
	}
}

void OnGUI()
{
	GUI.Box(new Rect(10, 10, healthBarLength, 20), currentHealth + "/" + maxHealth); 
}

public void AdjustHealth(int adj)
{
	currentHealth += adj;

	if(currentHealth < 0)
	{
		currentHealth = 0;
	}
	if(currentHealth > maxHealth)
	{
		currentHealth = maxHealth;
	}
	if(maxHealth < 1)
	{
		maxHealth = 1;
	}

	healthBarLength = (Screen.width / 2) * (currentHealth / maxHealth);	 //возможно сделать перевести maxHealth во float
}

void Death()
{
	Debug.Log("Enemy Die!!!");
}

}

public class PlayerAttack : MonoBehaviour
{
public GameObject target;

// Use this for initialization
void Start () 
{
	EnemyHealth enemyHealth = target.GetComponent<EnemyHealth>();
}

// Update is called once per frame
void Update () 
{
	if(Input.GetMouseButtonUp(0))
	{
		Attack();

	}
}

void Attack()
{
	float distance = Vector3.Distance(target.transform.position, transform.position);
	Vector3 dir = (target.transform.position - transform.position).normalized;
	float direction = Vector3.Dot(dir, transform.forward);

	Debug.Log(direction);
	// Debug.Log(distance);

	if(distance <= 2.5 && direction > 0.3)
	{
		EnemyHealth enemyHealth = target.GetComponent<EnemyHealth>();
		enemyHealth.AdjustHealth(-10);

	}
}

}

enemyHealth.adjustHealth = enemyHealth.adjustHealth -= 10;

I think you are setting the enemy health to -10 when you are passing it through your adjustHealth.