Health and Healing Pickup Item

Hello Everyone,
I’m having problems with my Heal Object, I dont know if the problem is with the collusion of player and object or if there’s something wrong in the code for it is:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HealSystem : MonoBehaviour
{
    public float QuantidadeCura;
        
    private void OnTriggerEnter2D(Collider2D other) {
       if (other.CompareTag("Player") && other.GetComponent<HealthController>())
       {
        other.GetComponent<HealthController>().HealthGain(QuantidadeCura);
       }
       
    }
}

And the health code is:

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

public class HealthController : MonoBehaviour
{
    public float health = 14;
    public float Health
    {
        get { return health; }
        set { health = Mathf.Clamp(value, 0, healthMax); }
    }
    public float healthMax = 14;

    public float healthDecreaseRate = 0.1f; // Taxa de diminuição da vida por segundo

    public Image healthBar;

    public GameObject enemyObject; // Referência para o objeto do inimigo
    public GameObject Clone; //Referência Clone
    private void Start()
    {
        enemyObject.SetActive(false); // Desativar o objeto do inimigo no início do jogo
        Clone.SetActive(false);
    }

    private void Update()
    {
        // Diminuir a vida com o tempo
        Health -= healthDecreaseRate * Time.deltaTime;

        UpdateHealthBar();

        // Verificar se a vida está abaixo de 10 e o inimigo está desativado
        if (Health < 10 && !enemyObject.activeSelf)
        {
            ActivateEnemy();
        }
        //Ativar "clone"
        if (Health < 13 && !Clone.activeSelf)
        {
            ActivateClone();
        }
    }

    private void UpdateHealthBar()
    {
        healthBar.fillAmount = Health / healthMax;
    }

    private void ActivateEnemy()
    {
        enemyObject.SetActive(true); // Ativar o objeto inimigo
    }

    private void ActivateClone()
    {
       Clone.SetActive(true); // Ativar o objeto Clone  
    }

    public void HealthGain(float Cura){
        Debug.Log("Cura");
        Health += Cura;
    }
}