Trying to add an enemy to the Roll a Ball Challenge. Problem with Player code

I’m working on the Roll A Ball tutorial and for my assignment we were given the challenge to add enemy blocks and a Score counter that essentially reduces the score depending on how many enemy blocks you pick up.

So far, the game is fine but it does not pick up the enemies or keep the new score with this code:

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

public class PlayerController : MonoBehaviour
{

    public float speed;
    public Text countText;
    public Text winText;
    public Text scoreText;

    private Rigidbody rb;
    private int count;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        count = 0;
        SetCountText();
        winText.text = "";
    }

    void FixedUpdate()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

        rb.AddForce(movement * speed);
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("PickUp"))
        {
            other.gameObject.SetActive(false);
            count = count + 1;
            SetCountText();
        }
    }

    void SetCountText()
    {
        countText.text = "Count: " + count.ToString();
        if (count >= 12)
        {
            winText.text = "You Win!";
        }
    }
}

When I start switching things around and trying to make the player pick up the enemies and the score to show up, it starts saying that I have compile errors. This is the code that I have, and I don’t know where I’m going wrong with things:

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

public class PlayerController : MonoBehaviour
{

    public float speed;
    public Text countText;
    public Text winText;
    public Text scoreText;

    private Rigidbody rb;
    private int count;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        count = 0;
        score = 0; 
        SetAllText();
        winText.text = "";
    }

    void FixedUpdate()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

        rb.AddForce(movement * speed);
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("PickUp"))
        {
            other.gameObject.SetActive(false);
            count = count + 1;
            score = score + 1;
            SetAllText();
        }

        else if (other.gameObject.CompareTag("Enemy"))
        {
            other.gameObject.SetActive(false);
            count = count + 1;
            score = score - 1;
            SetAllText();
        }
    }

    void SetAllText()
    {
        countText.text = "Count: " + count.ToString();
        if (count >= 12)
        {
            winText.text = "You Win!";
        }

    }
}

I’m a beginner with Unity and Code, and to be honest I cannot wrap my head around this particular part of the engine. Any help would be highly appreciated

‘score’ doesn’t exist in the current context. You’re calling it without it being set like the count integer.
This can be fixed by adding “private int score;” anywhere above the Start function. Then you can just make the score display in a text, make the script a bit shorter by making it count++; / score–;

Completed Working Script:

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

public class PlayerController : MonoBehaviour
{

    public float speed;
    public Text countText;
    public Text winText;
    public Text scoreText;

    private Rigidbody rb;
    private int count;
    private int score; // we have a new integer called score, like count

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        count = 0;
        score = 0;
        winText.text = "";
        scoreText.text = "";

        SetAllText();   // Set the text up
    }

    void FixedUpdate()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

        rb.AddForce(movement * speed);
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("PickUp"))
        {
            other.gameObject.SetActive(false);
            count++; // ++ is equal to: count = count + 1;
            score--; // -- is equal to: score = score - 1;
            SetAllText();
        }

        else if (other.gameObject.CompareTag("Enemy"))
        {
            other.gameObject.SetActive(false);
            count++; // ++ is equal to: count = count + 1;
            score--; // -- is equal to: score = score - 1;
            SetAllText();
        }
    }

    void SetAllText()
    {
        scoreText.text = "Score: " + score.ToString(); // Show Score as Text
        countText.text = "Count: " + count.ToString();
        if (count >= 12)
        {
            winText.text = "You Win!";
        }

    }
}