My question is simple why cant I get my player GO to heal from these two scripts....Do you guys see anything that needs fixing .

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

[RequireComponent (typeof (AudioSource))]
public class PlayerHealth : MonoBehaviour 
{
	public float startingHealth = 100;
	public float currentHealth = 100;
	public Slider healthBar;
	public float healthRegen = 1.5f;
	public bool useHitSounds = false;
	public bool destroyPlayerOnDeath = false;
	public int hitSoundSize;
	public List<AudioClip> hitSounds = new List<AudioClip>();
	public List<bool> foldOutListHit = new List<bool>();

	private bool isDead = false;
	private AudioSource _audioSource;
	private float timer;

	void Awake (){
		currentHealth = startingHealth;

		if (healthBar == null){
			GameObject HB = GameObject.Find("HealthBar");
			if (HB != null){
				healthBar = HB.GetComponent<Slider>();
			}
		}

		if (healthBar != null){
			healthBar.value = currentHealth * 0.01f;
		}

		_audioSource = GetComponent<AudioSource>();
	}

	void Update (){
		timer += Time.deltaTime * healthRegen;

		if (timer >= 1 && currentHealth < 100 && !isDead){
			currentHealth += 1;
			timer = 0;
		}

		if (healthBar != null){
			healthBar.value = currentHealth * 0.01f;
		}
	}

	public void DamagePlayer (float damageTaken){
		if (!isDead){
			currentHealth -= damageTaken;

			if (useHitSounds && _audioSource != null){
				_audioSource.PlayOneShot(hitSounds[Random.Range(0,hitSounds.Count)]);
			}
			
			if (currentHealth <= 0){
				if (!destroyPlayerOnDeath){
					Debug.Log("Player has died");
					isDead = true;
				}
				
				if (destroyPlayerOnDeath){
					Destroy(gameObject);
				}
			}
		}
	}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//Apply our needed components when attaching the script to an object
[RequireComponent(typeof(BoxCollider))]
[RequireComponent(typeof(Rigidbody))]
public class CollisionDamageAndHealingPlayer : MonoBehaviour {

    public enum InteractionTypeEnum { Healing = 0, Damage = 1};
    public InteractionTypeEnum InteractionType = InteractionTypeEnum.Healing;
    public int DamageAmount = 5;
    public int HealingAmount = 5;
    public float HealIncrement = 1;
    bool PlayerPresent = false;
    PlayerHealth PlayerHealthSystem;
    Coroutine HealCoroutine;

    //Set our components to the right setting on Start
    void Start ()
    {
        GetComponent<BoxCollider>().isTrigger = true;
        GetComponent<Rigidbody>().isKinematic = true;
    }

    void OnTriggerEnter (Collider C)
    {
        //Check to see if our Emerald AI component is on the collision object.
        if (C.gameObject.GetComponent<PlayerHealth>() != null)
        {
            //Get a reference to the collision object's Emerald AI system and store it.
            PlayerHealthSystem = C.gameObject.GetComponent<PlayerHealth>();

            if (InteractionType == InteractionTypeEnum.Damage)
            {
                //Damage our player's health
                PlayerHealthSystem.currentHealth -= DamageAmount;
            }
            else if (InteractionType == InteractionTypeEnum.Healing && !PlayerPresent)
            {
                //Start our healing coroutine
                PlayerPresent = true;
                HealCoroutine = StartCoroutine(HealPlayer());
            }
        }
    }

    //Cancel collision
    void OnTriggerExit(Collider C)
    {
        PlayerPresent = false;
        PlayerHealthSystem = null;

        if (HealCoroutine != null)
        {
            //Stop our healing coroutine
            StopCoroutine(HealCoroutine);
        }
    }

    //Start our incremental healing
    IEnumerator HealPlayer()
    {
        while (PlayerPresent)
        {
            yield return new WaitForSeconds(HealIncrement);

            if (PlayerHealthSystem != null)
            {
                PlayerHealthSystem.currentHealth += HealingAmount;
            }

            if (PlayerHealthSystem.currentHealth > PlayerHealthSystem.startingHealth)
            {
                PlayerHealthSystem.currentHealth = PlayerHealthSystem.startingHealth;
            }
        }
    }
}

Hey man thx a ton…ll get on that…