Problem with GetComponent to show number of lives.

Hi!

I`ve made simple game and have a problem with visualization of lives left. I use GameObject called LivesCounter whitch is children of Main Camera to show sprites with 3,2 or 1 hearth. I have 3 sprites in 3 clips and transitions set to trigger when int lives has correct value
(ThreeLives clipe change to TwoLives when int lives = 2, TwoLives change to OneLive when int lives = 1). The problem is that i cant get int lives value from Player GameObject to LivesCounter.

This is script attached to GetLives:

using UnityEngine;
using System.Collections;

public class GetLives : MonoBehaviour {
	const int lives = 3;
	Lives script;
	void Start () {
		script = GameObject.Find ("Player").GetComponent<Lives>();
	}
	void Update () {
		Debug.Log ("Lives left" + lives);
	}
}

and this is main script of Player GameObject

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


public class PlayerController : MonoBehaviour {
	
	public float moveSpeed;
	public float turnSpeed;
	
	private Vector3 moveDirection;
	private List<Transform> congaLine = new List<Transform> ();
	
	private bool isInvicible = false;
	private float timeSpentInvicible;
	
	public int lives;
	
	public AudioClip enemyContactSound;
	public AudioClip kidContactSound;
	
	[SerializeField]
	private PolygonCollider2D[] colliders;
	private int currentColliderIndex = 0;
	
	// Use this for initialization
	void Start () {

		lives = 3;
		moveDirection = Vector3.right;
		
	}
	
	// Update is called once per frame
	void Update () {
		
		Vector3 currentPosition = transform.position;
		
		if (Input.GetButton ("Fire1")) {
			Vector3 moveToward = Camera.main.ScreenToWorldPoint ( Input.mousePosition );
			
			moveDirection = moveToward - currentPosition;
			moveDirection.z = 0;
			moveDirection.Normalize ();
		}
		
		Vector3 target = moveDirection * moveSpeed + currentPosition;
		transform.position = Vector3.Lerp ( currentPosition, target, Time.deltaTime );
		
		float targetAngle = Mathf.Atan2 (moveDirection.y, moveDirection.x) * Mathf.Rad2Deg;
		transform.rotation =
			Quaternion.Slerp (transform.rotation,
			                  Quaternion.Euler ( 0, 0, targetAngle ),
			                  turnSpeed * Time.deltaTime);
		
		EnforceBounds ();
		
		if (isInvicible)
		{
			timeSpentInvicible += Time.deltaTime;
			
			if (timeSpentInvicible < 3f) {
				float remainder = timeSpentInvicible % .3f;
				renderer.enabled = remainder > .15f;
			}
			
			else {
				renderer.enabled = true;
				isInvicible = false;
			}
		}
	}
	
	public void SetColliderForSprite( int spriteNum )
	{
		colliders [currentColliderIndex].enabled = false;
		currentColliderIndex = spriteNum;
		colliders [currentColliderIndex].enabled = true;
	}
	
	void OnTriggerEnter2D( Collider2D other )
	{
		if (other.CompareTag ("kid")) {
			
			Transform followTarget = congaLine.Count == 0 ? transform : congaLine[congaLine.Count-1];
			other.transform.parent.GetComponent<kidController>().JoinConga( followTarget, moveSpeed, turnSpeed );
			
			congaLine.Add ( other.transform );
			
			audio.PlayOneShot(kidContactSound);
			
			if (congaLine.Count >= 10) {
				Debug.Log("You won!");
				Application.LoadLevel("YouWin");
			}
		} 
		
		else if(!isInvicible && other.CompareTag ("enemy")) {
			isInvicible = true;
			timeSpentInvicible = 0;
			
			audio.PlayOneShot(enemyContactSound);
			
			for( int i = 0; i < 2 && congaLine.Count > 0; i++ )
			{
				int lastIdx = congaLine.Count-1;
				Transform kaczuszka = congaLine[ lastIdx ];
				congaLine.RemoveAt(lastIdx);
				kaczuszka.parent.GetComponent<kidController>().ExitConga();
			}
			if (--lives <= 0) {
				Debug.Log("You lost!");
				Application.LoadLevel("YouLoose");
			}
		}
	}
	
	private void EnforceBounds()
	{
		Vector3 newPosition = transform.position;
		Camera mainCamera = Camera.main;
		Vector3 cameraPosition = mainCamera.transform.position;
		
		float xDist = mainCamera.aspect * mainCamera.orthographicSize;
		float xMax = cameraPosition.x + xDist;
		float xMin = cameraPosition.x - xDist;
		
		if (newPosition.x < xMin || newPosition.x > xMax) {
			newPosition.x = Mathf.Clamp (newPosition.x, xMin, xMax);
			moveDirection.x = -moveDirection.x;
		}
		
		float yMax = mainCamera.orthographicSize;
		
		if (newPosition.y < -yMax || newPosition.y > yMax) {
			newPosition.y = Mathf.Clamp (newPosition.y, -yMax, yMax);
			moveDirection.y = -moveDirection.y;
		}
		
		transform.position = newPosition;
	}

	public int ReporLives()
	{
		return lives;
	}
}

I also made helper script that is inside Player GameObject as a second script.

using UnityEngine;
using System.Collections;

public class Helper : MonoBehaviour
{
	public Lives script;
	int hasLives;
	void Start(){
		script = GetComponent<Lives>();
	} 
	void Update() { 
			hasLives = script.ReportLives(); 
	}
}

This should work but i see 2 errors in Unity:

First is in GetLives.cs

Assets/GetLives.cs(6,9): error CS0246: The type or namespace name `Lives’ could not be found. Are you missing a using directive or an assembly reference?

Second in Helper.cs

Assets/Helper.cs(6,16): error CS0246: The type or namespace name `lives’ could not be found. Are you missing a using directive or an assembly reference?

I realy dont have a clue what i did wrong.
Any suggestions?
I will be glad if You will help me.

Cheers!

for GetLives.cs - 2 issues

first, you have this line

const int lives = 3;

so lives is a constant.

Lives script;

is where you store a reference to something of type Lives - where have you defined the Lives class? you need a script called “Lives” - that’s how unity determines the class name.

Helper.cs has the same problem - there’s no Lives class. the function that it’s trying to access on line 12 exists in your PlayerController script.