How to disable a script with a different script?

I’m aware that this question has been asked a few times before, and I’ve tried all the answers of such questions, but no luck as of yet. I made a script which makes a wall move forward ( using the Update function ), which works correctly. But I also need to stop the wall at a certain place. I thought of using GetComponent to get the script which makes the wall move, and then set it to false after the wall collides with a trigger but it doesn’t work. I tried placing the script both in the wall that moves and the trigger, but no luck in either of them.

This is the code I applied to make the wall move
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BladeWallMovement : MonoBehaviour {

		float time = 1.0f;
		void Update () 
		{
			if (time >= 0)
				time -= Time.deltaTime;
			else 
			{
				transform.Translate (Vector3.left * Time.deltaTime * 10f);
			}	
                }
}

This is the code that I applied on the wall itself to make it stop:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class StopWallMovement : MonoBehaviour {
	
	void OnTriggerEnter (Collider other)
	{
		GetComponent<BladeWallMovement> ().enabled = false;
	}
}

And this is the code I applied to the trigger, when applying code on the wall ( to make it stop moving) didn’t work

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

public class StopWallMovement : MonoBehaviour {
	
	void OnTriggerEnter (Collider other)
	{
		GameObject.Find("Cube").GetComponent<BladeWallMovement> ().enabled = false;
	}
}

I’m new to scripting in Unity, so I’m sure I’m just making a dumb mistake. Any help will be greatly appreciated. Thanks

maybe on trigerenter is not triggering?

To detect trigger you need to add Rigid Body component on either of one Game Object.
And Make Sure you tick the IsTrigger check box in the Mesh Collider, Box Collider or whatever collider is you are using, on both the Game Object.