How do I access a variable/class from a C# file in a JS file?

I am trying to access the currentState variable from my ‘TextManagerLvl1.cs’ script which is located in the same place, however I get the below error.

Assets/Levels/Lvl1/Scripts/Continue.js(11,12):
BCE0005: Unknown identifier:
‘TextManagerLvl1’.

(This is shown for all of the instances of “TextManagerLvl1” (so 3 times))
I believe that the two scripts aren’t linking properly, and I am unsure how to link them properly.

Any help is greatly appreciated!!

My ‘Continue.js’ script is below.

import UnityEngine.SceneManagement;
    
    var SceneName : String;
    var Click : AudioClip;
    var ButtonTrueAnimation : Animation;
    var ButtonFalseAnimation : Animation;
    var ButtonContinueAnimation : Animation;
    
    function Play ()
    {
    	if(TextManagerLvl1.currentState == "trueState") 
    	{
    		TrueState();
    	}
    
    	else if(TextManagerLvl1.currentState == "falseState")
    	{
    		FalseState();
    	}
    
    	else if(TextManagerLvl1.currentState == "continueState")
    	{
    		ContinueState();
    	}
    }
    
    function TrueState ()
    {
    	GetComponent.<AudioSource>().Play();
    	ButtonTrueAnimation.GetComponent.<Animation>().Play();
    	LoadSpecifiedScene();
    }
    
    function FalseState ()
    {
    	GetComponent.<AudioSource>().Play();
    	ButtonFalseAnimation.GetComponent.<Animation>().Play();
    	LoadSpecifiedScene();
    }
    
    function ContinueState ()
    {
    	GetComponent.<AudioSource>().Play();
    	ButtonContinueAnimation.GetComponent.<Animation>().Play();
    	LoadSpecifiedScene();
    }
    
    function LoadSpecifiedScene ()
    {
    	yield WaitForSeconds(1);
    	SceneManager.LoadScene(SceneName);
    }

My ‘TextManagerLvl1.cs’ script is below.

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

public class TextManagerLvl1 : MonoBehaviour 
{
	
	public Text MainText;
	public Button ButtonTrue;
	public Button ButtonFalse;

	public GameObject ButtonContinue;
	public GameObject ButtonT;
	public GameObject ButtonF;

	public bool Correct;
	public bool False;

	private enum States
	{
		question, trueState, falseState, continueState
	};

	private States myState;

	void Start () 
	{
		myState = States.question;
	}

	void Update () 
	{
		if (myState == States.question) {question ();}
		else if (myState == States.trueState) {trueState ();}
		else if (myState == States.falseState) {falseState ();}
	}

	void OnEnable()
	{
		//Typing (delegate {Correct = true;}) after any of the following, it makes that button the correct one
		ButtonTrue.onClick.AddListener (delegate {Correct = true;});
		ButtonFalse.onClick.AddListener (delegate {False = true;});
	}

	void question()
	{
		MainText.text = "This is a sentence.";

		if(Correct == true) {myState = States.trueState;}
		else if(False == true) {myState = States.falseState;}
	}

	void trueState()
	{
		MainText.text = "You are correct! :)";
		Deactivate ();
	}

	void falseState()
	{
		MainText.text = "You are wrong! :(";
		Deactivate ();
	}

	void Deactivate()
	{
		ButtonContinue.SetActive (true);
		myState = States.continueState;
		ButtonT.SetActive (false);
		ButtonF.SetActive (false);
	}
}

Your scripts all need to use the same language. You’ll have to either redo your javascript file as a C# file, or your C# file as a javascript file.