Collider in gameObject.Find

Hi I want my enemies to stay until i come to their field of view. When I enter it it will begin chasing me.Problem is that I need only the one in which field of view I am. I need to gameObject.Find the collider which I triggered but Unity says that in gameObject.Find I must use (string). How can I do it?

The script which controls if enemy can see player:

function OnTriggerEnter(object : Collider)

    {
    	if(object.gameObject.tag == "field")
    	{
    		object.gameObject.GetComponent(enemyMovement).canSee = true;
    	}
    }

This is the enemyMovement script:

  var canSee = false;
    
    // Sets the target of enemy
    var target : Transform;
    
    // Sets distance where enemy stops befero target. Prevents collision with target
    var stopDistance : float;
    
    // Sets movement speed
    var movementSpeed : float;
    
    // Sets rotation speed
    var rotateSpeed : float;
    
    function Update () 
    {
    	if(canSee == true)
    	{
    		var rotate = Quaternion.LookRotation(target.position - transform.position);
    	
    		// Controls rotation over time	
    		transform.rotation = Quaternion.Slerp(transform.rotation, rotate, (Time.deltaTime * rotateSpeed));
    
    		// Stops enemy before target	
    		if(Vector3.Distance(target.position, transform.position) >= stopDistance)
    		{
    			transform.Translate(Vector3.forward * (Time.deltaTime * movementSpeed));
    		}
    	}
    }

The enemyAttack script:

var target : Transform;

var damage : float;
var attackSpeed : float;
var attackDistance : float;
var max_attackDistance : float;

var distance : float;

var canAttack = true;

function Update () 
{
	distance = Vector3.Distance(target.position, transform.position);
	
	if(distance > attackDistance && distance < max_attackDistance && canAttack == true && !IsInvoking("GiveDamage"))
	{
		health.currentHealth -= damage;
		canAttack = false;			
	}
	
	if(distance <= attackDistance && !IsInvoking("GiveDamage"))
	{
		Invoke("GiveDamage", attackSpeed);	
	}
	
	if(distance > max_attackDistance)
	{
		canAttack = true;
		CancelInvoke("GiveDamage");
	}
}

function GiveDamage ()
{
	health.currentHealth -= damage;
}

function AfterRunAttack ()
{

}

It’s object.gameObject that you are after.

do you mean object.gameObject.GetComponent(enemyMovement).canSee = true;?
Cause it´s not working.
Any other idea?