Unity Shooter Survival No Damage

I have recently tried to attempt the Survival Shooter tutorial offered by Unity. I have been successful so far up until the player damge step. I am able to deal damage to enemies however I cannot take damage from them. I lhave looked through to see if it is a syntax error or I am missing a line of code and have even given it to some of my friends who are learning code in college and they have not been able to find something wrong with it. One thing I want to not however is that one of them foudn it weird that my Player Health script was an asset.

The code for my Player Health is

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

namespace CompleteProject
{
    public class PlayerHealth : MonoBehaviour
    {
        
	public int startingHealth = 100;                            // The amount of health the player starts the game with.
        public int currentHealth;                                   // The current health the player has.
        public Slider healthSlider;                                 // Reference to the UI's health bar.
        public Image damageImage;                                   // Reference to an image to flash on the screen on being hurt.
        public AudioClip deathClip;                                 // The audio clip to play when the player dies.
        public float flashSpeed = 5f;                               // The speed the damageImage will fade at.
        public Color flashColour = new Color(1f, 0f, 0f, 0.1f);     // The colour the damageImage is set to, to flash.

        Animator anim;                                              // Reference to the Animator component.
        AudioSource playerAudio;                                    // Reference to the AudioSource component.
        PlayerMovement playerMovement;                              // Reference to the player's movement.
        PlayerShooting playerShooting;                              // Reference to the PlayerShooting script.
        bool isDead;                                                // Whether the player is dead.
        bool damaged; 												// True when the player gets damaged.


        void Awake ()
        
		{
            // Setting up the references.
            anim = GetComponent <Animator> ();
            playerAudio = GetComponent <AudioSource> ();
            playerMovement = GetComponent <PlayerMovement> ();
            playerShooting = GetComponentInChildren <PlayerShooting> ();

            // Set the initial health of the player.
            currentHealth = startingHealth;
        }


        void Update ()
        {
            // If the player has just been damaged...
            if(damaged)
            {
                // ... set the colour of the damageImage to the flash colour.
                damageImage.color = flashColour;
            }
            // Otherwise...
            else
            {
                // ... transition the colour back to clear.
                damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
            }

            // Reset the damaged flag.
            damaged = false;
        }


        public void TakeDamage (int amount)
        {
            // Set the damaged flag so the screen will flash.
            damaged = true;

            // Reduce the current health by the damage amount.
            currentHealth -= amount;

            // Set the health bar's value to the current health.
            healthSlider.value = currentHealth;

            // Play the hurt sound effect.
            playerAudio.Play ();

            // If the player has lost all it's health and the death flag hasn't been set yet...
            if(currentHealth <= 0 && !isDead)
            {
                // ... it should die.
                Death ();
            }
        }


        void Death ()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects ();

            // Tell the animator that the player is dead.
            anim.SetTrigger ("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play ();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;
        }


        public void RestartLevel ()
        {
            // Reload the level that is currently loaded.
            SceneManager.LoadScene (0);
        }
    }
}

The code for my Enemy Attack is

using UnityEngine;
using System.Collections;

namespace CompleteProject
{
    public class EnemyAttack : MonoBehaviour
    {
        public float timeBetweenAttacks = 0.5f;     // The time in seconds between each attack.
        public int attackDamage = 10;               // The amount of health taken away per attack.


        Animator anim;                              // Reference to the animator component.
        GameObject player;                          // Reference to the player GameObject.
        PlayerHealth playerHealth;                  // Reference to the player's health.
        EnemyHealth enemyHealth;                    // Reference to this enemy's health.
        bool playerInRange;                         // Whether player is within the trigger collider and can be attacked.
        float timer;                                // Timer for counting up to the next attack.


        void Awake ()
        {
            // Setting up the references.
            player = GameObject.FindGameObjectWithTag ("Player");
            playerHealth = player.GetComponent <PlayerHealth> ();
            enemyHealth = GetComponent<EnemyHealth>();
            anim = GetComponent <Animator> ();
        }


        void OnTriggerEnter (Collider other)
        {
            // If the entering collider is the player...
            if(other.gameObject == player)
            {
                // ... the player is in range.
                playerInRange = true;
            }
        }


        void OnTriggerExit (Collider other)
        {
            // If the exiting collider is the player...
            if(other.gameObject == player)
            {
                // ... the player is no longer in range.
                playerInRange = false;
            }
        }


        void Update ()
        {
            // Add the time since Update was last called to the timer.
            timer += Time.deltaTime;

            // If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
            if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)
            {
                // ... attack.
                Attack ();
            }

            // If the player has zero or less health...
            if(playerHealth.currentHealth <= 0)
            {
                // ... tell the animator the player is dead.
                anim.SetTrigger ("PlayerDead");
            }
        }


        void Attack ()
        {
            // Reset the timer.
            timer = 0f;

            // If the player has health to lose...
            if(playerHealth.currentHealth > 0)
            {
                // ... damage the player.
                playerHealth.TakeDamage (attackDamage);
            }
        }
    }
}

First problem I notice is how you are resetting the damaged bool. You are testing if it is true in update but constantly setting it to false in update too. What you want to be doing is testing if it is true and then setting it to false if it is in order to ensure the flash only occurs once per damage tick. I’m sure that’s what you meant to do but just put it between the wrong brackets.

         void Update ()
         {
             // If the player has just been damaged...
             if(damaged)
             {
             // Reset the damaged flag.
             damaged = false;
             // ... set the colour of the damageImage to the flash colour.
             damageImage.color = flashColour;
             }
             // Otherwise...
             else
             {
                 // ... transition the colour back to clear.
                 damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
             }
         }

I don’t know that this will fix your problem entirely as I haven’t looked through the rest of the code extensively but it alone will definitely cause a problem. Seems like it would be easier if you just put the flash command within TakeDamage anyway though.