Calling a variable from one script to another

I have two scripts, one is a health script, the other is a damage script. At the moment, the damage script just destroys the enemy as soon as the weapon touches it. But how do I make it deduct a specific amount of health when it hits the enemy?

This is the health script

using UnityEngine;
    using System.Collections;
    
    public class Health : MonoBehaviour
    {
    	public int maxHealth;
    
    	public int MaxHealth 
    	{
    		get {return maxHealth;}
    	}
    	
    	public int currentHealth;
    
    	public int CurrentHealth
    	{
    		get {return currentHealth;}
    	}
    
    	public void ModifyHealth (int modifyAmount)
    	{
    		currentHealth += modifyAmount;
    		if (currentHealth <= 0) 
    		{
    			currentHealth = 0;
    		} 
    		else if (currentHealth > maxHealth) 
    		{
    			currentHealth = maxHealth;
    		}
    	}
    	
    	public void SetMaxHealth (int setAmount)
    	{
    		maxHealth += setAmount;
    	}
    	
    	void Start ()
    	{
    		SetMaxHealth (100);
    		ModifyHealth (100);
    	}
    }  

This is what I have of my damage script so far:

using UnityEngine;
using System.Collections;

public class Damage : MonoBehaviour
{
	public void OnTriggerEnter(Collider other)
	{
		Destroy(other.gameObject);
	}

	// Use this for initialization
	void Start ()
	{
	
	}
	
	// Update is called once per frame
	void Update ()
	{
	
	}
}

Thanks, Brendan

In the damage script, you can get the Health component from the other object. Once you’ve got that, you can access public variables, properties, and methods on that component.

using UnityEngine;
using System.Collections;

public class Damage : MonoBehaviour
{
    public void OnTriggerEnter(Collider other)
    {
        Health enemyHealth = other.GetComponent<Health>();
        if (enemyHealth == null)
        {
            // you've collided with an object that doesn't have a health component.
            // you can handle this however you want...
        }
        else
        {
            enemyHealth.ModifyHealth(-10); // or whatever damage value you want...
        }
    }
 
    // I've omitted the rest of the Damage script, as it's not relevant
}