Object reference error [closed]

So I am having issues with my line for attack enemyHealth.currentHealth and error pops up is An object reference is requred for the non-static field,method, or property ‘enemyHealth.currentHealth’ First set code below one with error on line 33
the code im using as refereal is form the Unity Tutorial 3d survival shooter and i have looked over this few times i am unsure why i keep running into error unless simple oversight.

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

public class Attack : MonoBehaviour {
    public float timeBetweenAttacks = 0.5f;
    public int attackDamage = 10;

    Animator anim;
    GameObject player;
    PlayerHealthBar cyclopsHealth;
   // EnemyHealth enemyHealth; where does this even come from?
    bool playerInRange;
    float timer;

    // Use this for initialization
    void Awake () {
        player = GameObject.FindGameObjectWithTag("Player");
        cyclopsHealth = player.GetComponent<PlayerHealthBar>();
        // enemyHealth = Get.Component <PlayerHealth>();
        anim = GetComponent<Animator>();
    }
    // Update is called once per frame
    private void OnTriggerEnter(Collider other)
    {
        if(other.gameObject == player)
        {
            playerInRange = true;
        }
    }
    void Update () {
        timer += Time.deltaTime;
        if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)
        {
             Attacks ();
        }
        if(cyclopsHealth.currentHealth <= 0)
        {
            anim.SetTrigger("Death");
        }
    }
    void Attacks()
    {
        timer = 0f;
        if(cyclopsHealth.currentHealth > 0)
        {
            cyclopsHealth.TakeDamage(attackDamage);
        }
    }
}

this is enemyHealth code that it should be calling it from

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

public class enemyHealth : MonoBehaviour {
    public int startingHealth = 100;
    public int currentHealth;
    public float sinkSpeed = 2.5f;
    public int scoreValue = 10;
    public AudioClip ScreamsShouts_monster_processed_051;
    Animator anim;
    AudioSource enemyAudio;
    ParticleSystem hitParticles;
    CapsuleCollider capsuleCollider;
    bool isDead;
    bool isSinking;
    // Use this for initialization
     void Awake()
    {
        anim = GetComponent<Animator>();
        enemyAudio = GetComponent<AudioSource>();
        hitParticles = GetComponentInChildren<ParticleSystem>();
        capsuleCollider = GetComponent<CapsuleCollider>();
        currentHealth = startingHealth;
    }
    // Update is called once per frame
    void Update () {
        if (isSinking)
        {
            transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime);
        }
    }
  public void TakeDamage (int amount, Vector3 hitpoint)
    {
        if (isDead)
            return;
        enemyAudio.Play();
        currentHealth -= amount;
        hitParticles.transform.position = hitpoint;
        hitParticles.Play();
        if(currentHealth <= 0)
        {
            Death();
        }
    }
    void Death()
    {
        isDead = true;
        capsuleCollider.isTrigger = true;
        anim.SetTrigger("Dead");
        enemyAudio.Play();
    }

   public void StartSinking()
    {
        GetComponent<NavMeshAgent>().enabled = false;
        GetComponent<Rigidbody>().isKinematic = true;
        isSinking = true;
        //not inplumented yet ScoreManager.score += scoreValue;
        Destroy(gameObject, 2f);
    }
}

The bottom line: capitalization is important.

Line 12 shouldn’t be commented out (and any other lines that refer enemyHealth).

Your enemy health script should have a capital E. (You might also have to change the filename to match) This is a naming convention designed to distinguish the class (EnemyHealth) from a particular instance (enemyHealth). Unity’s own code is the same way; for example, Transform is the class, while transform is the instance of that class to which that script is attached. The same goes for GameObject vs gameObject.

What the error means is that it doesn’t have a specific object to point to, so it can’t give you its current health. As an analogy, consider these two questions:
A) “What is the color of a Toyota Camry?”
B) “What is the color of that Toyota Camry?”
Question A is fundamentally unanswerable; Camry’s can come in any number of colors. Question B is easily answerable; that Camry there is blue, I can see it. Because your “enemyHealth” is the class (as opposed to EnemyHealth being the class, as seen in the original tutorial code), your code “enemyHealth.currentHealth” is equivalent to question A. If enemyHealth were an instance of the class (which line 12 does), it would be question B.

i just slapped my self in the face i forgot i orginaly commented thoes out cause i testing out stuff before i add the Enemy health thanks, so it was quick oversight on my end