loosing lives not working when health bar =0 c#

I have a player health bar and 3 lives
i want my script to go: if health bar current health =0 then take 1 from lives.
here are my scripts:
Health bar script

public int maxHealth = 100;
    public int curHealth = 100;
    public int Lives ;
    public bool died;
    
    public Texture2D bgImage;
    public Texture2D fgImage;
    public Text LivesText;

    public float healthBarLength;

    // Use this for initialization
    void Start()
    {
        healthBarLength = Screen.width / 2;
        died = false;
        Lives = 3;
        
    }



    public void GiveLife()
    {
        Lives++;
    }

    public void TakeLife()
    {
        Lives--;
    }


    // Update is called once per frame
    void Update()
    {
        AddjustCurrentHealth(0);
        //show lives on gui
        LivesText.text = "Lives: " + Lives;

        if (died)
        {
            
           TakeLife();
            // Debug.Log("you died", gameObject);
            curHealth = 100; 
        }

       

        if ( Lives <0)
        {
            Lives = 0;
        }
        if (died && Lives == 0)
        {
           // SceneManager.LoadScene(1);
        }
    }




void OnGUI()
    {
        // Create one Group to contain both images
        // Adjust the first 2 coordinates to place it somewhere else on-screen
      GUI.BeginGroup(new Rect(5, 5, healthBarLength, 32));

        // Draw the background image
        GUI.Box(new Rect(5, 5, healthBarLength, 32), bgImage);
       
        GUI.EndGroup();
    }

    public void AddjustCurrentHealth(int adj)
    {

        curHealth += adj;

        if (curHealth < 0)
            curHealth = 0;

        if (curHealth > maxHealth)
            curHealth = maxHealth;

        if (maxHealth < 1)
            maxHealth = 1;

        healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
    }
}

player interaction script:

void OnTriggerEnter2D(Collider2D other)
    {
 //Health pick up add 40 to health
        if (other.tag == "Health")
        {
            HealthBar.curHealth += 40;
            
        }

        // NME takes health of player
        if (other.tag == "NME")
        {
            HealthBar.curHealth -= 10;
            //makes player bounce if hit by enemy
            Rigidbody2D rbOther = this.gameObject.GetComponent<Rigidbody2D>();
            rbOther.AddForce(dir * 1500 );// *Time.deltaTime);
           // Debug.Log(rbOther);
        }
       
        
        
        // if current health = 0 Died = true
        if (HealthBar.curHealth == 0)
        {
            HealthBar.TakeLife();
            HealthBar.died = true;
            
            //  Debug.Log(HealthBar.Lives);
        }

        if (HealthBar.curHealth >0)
        {
            HealthBar.died = false;
            Debug.Log("you live again", gameObject);
        }
    }

I worked it out. i was over complicating things

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

public class HealthBar : MonoBehaviour
{

    public int maxHealth = 100;
    public int curHealth = 100;
    public static int Lives ;
    public bool died;
    
    public Texture2D bgImage;
    public Texture2D fgImage;
    public Text LivesText;

    public float healthBarLength;

    // Use this for initialization
    void Start()
    {
        healthBarLength = Screen.width / 2;
        died = false;
        Lives = 3;
        
    }



 //////////////////////////////////////////////////////////////////////////
  //  public void GiveLife()
  //  {
  //      Lives++;
  //  }

    public void takeLife()
    {
        Lives--;
        died = false;
    }
/////////////////////////////////////////////////////////////////////////

    // Update is called once per frame
    void Update()
    {
        AddjustCurrentHealth(0);
        //show lives on gui
        LivesText.text = "Lives: " + Lives;

        if (died)
        {
            
           takeLife();
             Debug.Log("takeLife is true", gameObject);
            curHealth = 100; 
        }


        ///////////////////////////////////////////////////////////////////////////////
          if ( Lives <0)
           {
               Lives = 0;
           }
         if ( Lives == 0)
          {
         SceneManager.LoadScene(1);
           }
        //////////////////////////////////////////////////////////////////////////////////
    }

    void OnTriggerEnter2D(Collider2D other)
    {
        if(other.tag == "killZone")
        {
            Lives--;
        }
    }

my other script

void OnTriggerEnter2D(Collider2D other)
    {
 if (HealthBar.curHealth == 0)
        {
          //  HealthBar.TakeLife();
            HealthBar.died = true;
            
            //  Debug.Log(HealthBar.Lives);
        }

        if(HealthBar.died)
        {
            Debug.Log("died is true");
        }

       
        

         if (HealthBar.curHealth >0)
          {
             HealthBar.died = false;
        
          }
        
        if (!HealthBar.died)
        {
            Debug.Log("died is false");
        }
    }