I'm having issues increasing my lives

I was able to work into my code a way to increase lives every multiple of 1500, but now this code is not working and isnt even reaching the if statement. What am I missing?

using UnityEngine;
using System.Collections;

public class projectile : MonoBehaviour
{

//class level data members
public float ProjectileSpeed;
public GameObject Explosion_p;
private bool LivesIncremented = false;

private Transform myTransform;

// Use this for initialization
void Start()
{
    myTransform = transform;
    player.ShotsFired++;

}

// Update is called once per frame
void Update()
{
    float amtToMove = ProjectileSpeed * Time.deltaTime;
    myTransform.Translate(Vector3.up * amtToMove);
   
    if (myTransform.position.y > 5.2f)
    {
        Destroy(this.gameObject);
		player.Score -= 2;
    }

}

void OnTriggerEnter(Collider otherObject)
    {
        if (otherObject.tag == "enemy")
            {
               enemy Enemy = (enemy)otherObject.gameObject.GetComponent("enemy");
			
              Instantiate(Explosion_p.gameObject, transform.position, transform.rotation);

			
			enemy.MinSpeed += .25f;
			enemy.MaxSpeed += .5f;

               Enemy.SetPositionAndSpeed();

               Destroy(gameObject);
               player.Score += 100;
				//player.HighScore = player.Score;

				if ( player.Score % 1500 == 0   && !LivesIncremented)
				{
					Debug.Log ("increasing lives");
					player.Lives ++;
				}
				
            }

    }

}

On line 44 you are destroying the gameObject, so it probably doesn’t get a chance the execute the rest of the code in OnTriggerEnter. Perhaps move that to the bottom of the function.

I rearanged the code to where the if statement is before the destroy (GameObject) and it gives me a life straight off when I destroy the first enemy Game Object

void OnTriggerEnter(Collider otherObject)

    {
        if (otherObject.tag == "enemy")
            {
               enemy Enemy = (enemy)otherObject.gameObject.GetComponent("enemy");
			
              Instantiate(Explosion_p.gameObject, transform.position, transform.rotation);

			
			enemy.MinSpeed += .25f;
			enemy.MaxSpeed += .5f;

               Enemy.SetPositionAndSpeed();

		if ( player.Score % 1500 == 0   && !LivesIncremented)
		{
			Debug.Log ("increasing lives");
			player.Lives ++;
		}

               Destroy(gameObject);
               player.Score += 100;
				//player.HighScore = player.Score;

				
				
            }