Deaths count multiplayer game and kills

I make a 2d game multiplayer using photon and I don’t know how to combine my scripts so my player to able too see how many players he killed and how many time he died. I made this script for deaths count but it doesn’t work and I don’t know how to add it to my character script .

 using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    using Photon;
    using Photon.Pun;




    public class DeathsCount : MonoBehaviourPunCallbacks
    {

        public Text countText;
        public int deathcount;



         void Start()
        {
            if (photonView.IsMine)
            {
                deathcount = 0;
                CmdDeathsCount();
            }
            else
            {

            }
        }
        void CmdDeathsCount()
        {
            if(photonView.IsMine)
            {
                return;
               
            }
            else
            {

            }
            countText.text = "Death: " + deathcount.ToString();
        }
        [PunRPC]
        void RpcRespawn()
        {
            if (photonView.IsMine)
            {

                deathcount = deathcount + 1;
                CmdDeathsCount();
            }
        }
    }

`and this is my character script

using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityStandardAssets.CrossPlatformInput;
    using Photon.Pun;
    using Photon.Realtime;
    using Photon;
    using UnityEngine.UI;


    public class Character : MonoBehaviourPun,IPunObservable
    {

        Rigidbody2D rb;
        float dirX;
        
        [SerializeField]
        float moveSpeed = 5f, jumpForce = 400f, bulletSpeed = 500f;

        [SerializeField] private float health = 100;
        [SerializeField] private Slider slider;
        [SerializeField] private Gradient gradient;
        [SerializeField] private Image fill;
        public Rigidbody2D bulletPrefabs;
        Vector3 localScale;
       
        public Transform barrel;
        public Rigidbody2D bullet;
       
        // Use this for initialization
        void Start()
        {
            localScale = transform.localScale;
            rb = GetComponent<Rigidbody2D>();
            if (photonView.IsMine)
            {
                
                
            }
            else
            {

            }
        }
        

        public float Health
        {
            get { return health; }
            set
            {
                health = value;
                slider.value = health;
               // fill.color = gradient.Evaluate(slider.normalizedValue);
            }
        }

        private void OnTriggerEnter2D(Collider2D col)
        {
            if (col.gameObject.CompareTag("Hurt"))
            {
                if (photonView.IsMine)
                {
                    photonView.RPC("Damage", RpcTarget.All);
                }
            }
            if (col.gameObject.tag == "PowerUp")
            {
                if (photonView.IsMine)
                {
                    var powerup = col.GetComponent<PowerUp>();
                    powerup.Pickup(this);
                }
                else
                {

                }

            }
            if (col.gameObject.CompareTag("Bullet"))
            {
                if (photonView.IsMine)
                {
                    bullet = bulletPrefabs;
                }
            }
            else
            {

            }
        }

        [PunRPC]
        void Damage()
        {
            Health -= 20;
        }
        // Update is called once per frame
        void Update()
        {
            if (photonView.IsMine)
            {
                dirX = CrossPlatformInputManager.GetAxis("Horizontal");
                if (dirX != 0)
                {
                    barrel.up = Vector3.right * Mathf.Sign(dirX);
                }

                if (CrossPlatformInputManager.GetButtonDown("Jump"))
                    Jump();

                if (CrossPlatformInputManager.GetButtonDown("Fire1"))
                    Fire();
                
            }
            else
            {

            }
        }

        void FixedUpdate()
        {
            if (photonView.IsMine)
            {
                rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
            }
        }




        void Jump()
        {
            if (photonView.IsMine)
            {
                if (rb.velocity.y == 0)
                    rb.AddForce(Vector2.up * jumpForce);
            }
        }

        void Fire()
        {
            if (photonView.IsMine)
            {
                var firedBullet = Instantiate(bullet, barrel.position, barrel.rotation);
                firedBullet.AddForce(barrel.up * bulletSpeed);
            }
        }

        public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
        {
            if (stream.IsWriting)
            {
                stream.SendNext(Health);
            }
            else if (stream.IsReading)
            {
                Health = (float)stream.ReceiveNext();
            }
        }
        public void SetMaxHealth(int value)
        {
            if (photonView.IsMine)
            {
                slider.maxValue = value;
                // The property handles the rest anyway
                Health = value;
            }

        }
    }

did you find the solution ?