I need help accessing my float between 2 scripts

I have 2 scripts, one is for attacking:

public class attack : MonoBehaviour
{
public Animator animator;
public Transform AttackPoint;
public float attackRange = 0.5f;
public LayerMask enemyLayers;

// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.RightControl))
{

Attack ();
}
}
void Attack()
{
animator.SetTrigger(“Attack”);

Collider2D[ ] hitEnemies = Physics2D.OverlapCircleAll(AttackPoint.position, attackRange, enemyLayers);

foreach(Collider2D enemy in hitEnemies)
{
Debug.Log(“We hit” + enemy.name);
}
}

And one is for the healthbar:

public class HealthCode : MonoBehaviour
{
public Animator animator;
public static float DoHealth = 1;

bool Health1;
bool Health2;
bool Health3;
bool Health4;
bool Health5;
bool Health6;
bool Health7;
bool Health8;
bool Health9;
bool Health10;
bool Dead;

// Update is called once per frame
void Update()
{
{
if (DoHealth == 2)
{
animator.SetBool(“Health10”, true);
}

}
}}

I want it so that when the attack is triggered (foreach collider) it adds one to the DoHealth in HealthCode, so i can add a new animation to the sprite.

Please help!
Thanks,
MrKatz

Referencing GameObjects, Scripts, variables, fields, methods (anything non-static) in other script instances or GameObjects:

It isn’t always the best idea for everything to access everything else all over the place. For instance, it is BAD for the player to reach into an enemy and reduce his health.

Instead there should be a function you call on the enemy to reduce his health. All the same rules apply for the above steps: the function must be public AND you need a reference to the class instance.

That way the enemy (and only the enemy) has code to reduce his health and simultaneously do anything else, such as kill him or make him reel from the impact, and all that code is centralized in one place.

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

If you’re unsure how to proceed, try this approach:

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