How to change the value of a timer from another script?

So I have a timer in my script that sets the interval between shots for the boss i’ve made. The problem is, when it’s called from another script it shoots automatically and then resets the timer (I have an enumeration that randomly chooses a state). My guess is it’s kind of a simple fix to just reference the timer from the other script and reset the timer, but I don’t know how to reference it. I can’t define it as static because then it completely breaks so I need to reference it some other way. I tried it the GetComponent way, but I couldn’t seem to figure it out. Here is all the relevant code.

public class BossSpecial : MonoBehaviour
{
public GameObject bulletPrefab;
public static bool fire = false;
public static int shootCounter = 0;
public float specialTimer = 1f;
void Update()
{
    specialTimer -= Time.deltaTime;
    if (specialTimer <= 0)
    if (BossScript.bossActionsValue == BossScript.BossActions.Special) 
    {
        Shoot();
    }
}
public void Shoot()
{
        Vector3 offset = transform.rotation * new Vector3(0, 0, 0);
        Instantiate(bulletPrefab, transform.position + offset, transform.rotation);
        shootCounter++
        specialTimer = 1f;
        fire = false;
}

That’s the script that I need the timer to change in.

Here is the script I need the timer to be changed from.

public class BossScript : MonoBehaviour
{
void Special()
{
    BossSpecial.fire = true;
    bossActionsValue = BossActions.Special;
    speed = 5f;
    currentWayPoint = 8;
    if ((targetWayPoint == null) || (currentWayPoint == 8))
        targetWayPoint = wayPointList[currentWayPoint];
    transform.position = Vector3.MoveTowards(transform.position, targetWayPoint.position, speed * Time.deltaTime);
    if (BossSpecial.shootCounter >= 39) //shoots 8 ways so if we want it to shoot 5 times we have to do (8 * 5) - 1
    {  
        CurrentState = BossActions.MoveToSpot1;
    }
}

I tried to use something like GameObject.Find(“Boss”).GetComponent().specialTimer = 1f;

But that didn’t work. This is still a pretty rough bit of code that I have a ton to work on. I’m fairly certain the shootCounter doesn’t reset either but i’ll figure that out. The Special() method though is called from a switch statement inside the Update() method in the BossScript script.

Last, but not least, I don’t know if it matters but the BossScript is attached to the Boss and the BossSpecial is attached to a child gameobject of the boss to determine where the shot originates from.

Hopefully that’s enough to work with to get the gist of what i’m trying to do.

@n-carlson1

There are lots of answers in Unity answers, here are 2 of them, and you can find more similar answers
link1 and link2

Good luck