How do I call a class' variable from a script on one object, from a script on another gameobject? The class/variables auto-complete in the code, but won't work in game.

I have a script on my player object called DynaControls that has variables that I want to be called from by enemies in my game. So I referenced the DynaControls script in a ESpawnLife script that is on my enemies. Everything seems to be connecting in code, but the variables are not being called in Unity. Nothing referencing ‘DC’ is working.

public class ESpawnLife : MonoBehaviour
{

public GameObject eMine;
public GameObject eBullet;
public GameObject player;

public DynaControls DC;

void Start ()
{
	InvokeRepeating("SpawnMines", 2, 5);
   	InvokeRepeating("SpawnBullets", 2, 10);

    DC = player.GetComponent<DynaControls>();
    //otherObject = GameObject.FindGameObjectWithTag("Player").GetComponent<GameObject>();
}

void Update ()
{
    DC.dead = true;
    print("autodeath");

    if (DC.deleteAura == true)
    {
        print("seeing it");
    }
}

void SpawnMines()
{
	Instantiate(eMine, this.transform.position, Quaternion.identity);
}

void SpawnBullets()
{
	Instantiate(eBullet, this.transform.position, Quaternion.identity);
}

void OnCollisionEnter (Collision other)
{
    if (other.gameObject.tag == "Player")
    {
        if (DC.deleteAura || DC.reterAura == true)
        {
            print("deathtouch");
            Destroy(this.gameObject);
        }
    }
}

}

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

public class DynaControls : MonoBehaviour 
{
    
    #region Singleton
    private static DynaControls _instance;
    public static DynaControls Instance;
    #endregion

    public delegate void OnMessageReceived();

    public delegate void SwitchEnemyHue(Color color);
    //public static event SwitchEnemyHue onEnemyHit;

    public float moveSpeed;
	public float rotSpeed;
	public Vector3 eularAngleVelocity;
    public bool reterAura = false;
    public bool deleteAura = false;
    public bool dead = false;
    public int areaEnemiesDead;

    public GameObject reterParticler;
    public GameObject deleteParticler;

    private Rigidbody rb;

    Slider[] HS;
    //Image CI;//game over canvas image

	void Start () 
	{
		rb = GetComponent <Rigidbody> ();
        HS = GetComponentsInChildren<Slider>();//0=Horo,1=Flak,2=Health
        //CI = GetComponentInChildren<Image>();

        dead = false;
	}

    public void DebugMe ()
    {
        Debug.Log("Called"); //this works fine. It's called as soon as the enemy spawns.
    }

    void OnCollisionEnter(Collision coll)
    {
        if (coll.gameObject.tag == "Enemy")
        {
            if (reterAura == false && deleteAura == false)
            {
                HS[2].value--;
                if (HS[2].value < 1)
                {
                   // Destroy(this);
                   // dead = true;
                }
            }
            if (reterAura == true)
            {
                //Destroy(coll.gameObject);

                HS[0].value++;
                HS[1].value--;
            }
            if (deleteAura == true)
            {
                //Destroy(coll.gameObject);

                HS[0].value--;
                HS[1].value++;
            }
        }
        if (coll.gameObject.tag == "Healer")
        {
            HS[2].value++;
            if (reterAura == true)
                //Destroy(coll.gameObject);
                HS[0].value++;
        }
    }

    void WriteMessage()
    {

    }

    void FixedUpdate () 
	{
		float x = (Input.GetAxis ("Horizontal") * moveSpeed * Time.fixedDeltaTime);
		float y = (Input.GetAxis ("Vertical") * moveSpeed * Time.fixedDeltaTime);
		float z = (Input.GetAxis ("HDepth") * moveSpeed * Time.fixedDeltaTime);
		rb.MovePosition (rb.position + (Vector3.right * x) + (Vector3.up * y) + (Vector3.forward * z));

        #region //Rotation (works, but is not being used)
        //		Quaternion deltaRotation = Quaternion.Euler (eularAngleVelocity * Time.deltaTime);
        //		float xR = (Input.GetAxis ("Shake") * rotSpeed * Time.fixedDeltaTime);
        //		float yR = (Input.GetAxis ("Nod") * rotSpeed * Time.fixedDeltaTime);
        //		float zR = (Input.GetAxis ("Tilt") * rotSpeed * Time.fixedDeltaTime);
        //		rb.MoveRotation (rb.rotation + (Quaternion.Euler * xR) + (Quaternion.Euler * yR) + (Quaternion.Angle * zR));
        //    	transform.Rotate (new Vector3 (xR, yR, zR));
        #endregion

        if (Input.GetButtonDown("RETER"))
        {
            reterAura = true;
            reterParticler.SetActive(true);
        } else if (Input.GetButtonUp("RETER")){ reterAura = false; reterParticler.SetActive(false); }

        else if (Input.GetButtonDown("DELETE"))
        {
            deleteAura = true;
            deleteParticler.SetActive(true);
        }
        else if (Input.GetButtonUp("DELETE")) { deleteAura = false; deleteParticler.SetActive(false); }
    }

    //void Death ()
    //{
    //    if (dead == true)
    //    {
    //        CI.enabled = true;
    //    }
    //}
}