Ranged damage not working

Below is my enemyHealth code

using UnityEngine;
using System.Collections;

public class enemyHealth : MonoBehaviour 
{
	public int maxHealth = 100;
	public float currHealth = 100;

	public float healthBarLength;
	
	
	
	// Use this for initialization
	void Start () {
		healthBarLength = Screen.width / 4;
	
	}
	// Update is called once per frame
	void Update () {
		AdjustCurrentHealth(0);
	}
	
	void OnGUI() {
		GUI.Box(new Rect(10, 40, healthBarLength , 20), currHealth + "/" + maxHealth);
	}
	public void AdjustCurrentHealth(int adj) {
		currHealth += adj;
		if(currHealth < 1)
			currHealth = 0;
		
		if(currHealth > maxHealth)
			currHealth = maxHealth;
		
		if(maxHealth < 1)
			maxHealth = 1;
		healthBarLength = (Screen.width / 4) * (currHealth / (float) maxHealth);
	}


    public void TakeDamage(int amount)
    {
        currHealth -= amount;
    }
}

Below is my projectile code

using UnityEngine;
using System.Collections;

public class Projectile : MonoBehaviour
{

    public int Damage;
	public GameObject target;
    public void OnCollisionEnter(Collision collision)
    {
	enemyHealth eh = (enemyHealth)target.GetComponent("enemyHealth");
	eh.AdjustCurrentHealth(- Damage);
    }
}

I can’t figure out what is wrong when I shoot them them their health doesnt decrease by 10 which is what i set the damage as.

Try enemyHealth eh = (enemyHealth)collision.gameObject.GetComponent(“enemyHealth”);

instead of

enemyHealth eh = (enemyHealth)target.GetComponent(“enemyHealth”);