Continues Health Decrease problem after no collision

using UnityEngine;
using System.Collections;

public class enemyDamage : MonoBehaviour {

public float Damage;
public float DamageRate;
public float PuskBackForce;

float nextDamage;
bool PlayerInRange = false;
GameObject thePlayer;
PlayerHealth thePlayerHealth;



void Start () {
	nextDamage = Time.time;
	thePlayer = GameObject.FindGameObjectWithTag ("Player");

	thePlayerHealth =  thePlayer.GetComponent<PlayerHealth>();


}

// Update is called once per frame
void Update () {
	if(PlayerInRange) Attack ();
}

void OnTriggerEnter (Collider other){
	if (other.tag == "Player") {
		PlayerInRange = true;
	}
}

	void OnTriggerExit (Collider other) {
		if (other.tag == "PLayer"){
				PlayerInRange = false;
		}
	}
void Attack(){
	if (nextDamage <= Time.time ){
		thePlayerHealth.addDamage(Damage);
		nextDamage = Time.time +  DamageRate;
		PushBack  (thePlayer.transform);
	}
}
void PushBack (Transform pushedobject){
	Vector3 pushDirection = new Vector3 (0, (pushedobject.position.y - transform.position.y), 0).normalized;
	pushDirection *= PuskBackForce;

	Rigidbody pushedRB = pushedobject.GetComponent <Rigidbody> ();
	pushedRB.velocity = Vector3.zero;
	pushedRB.AddForce (pushDirection, ForceMode.Impulse);

}
}

In function OnTriggerExit, change the value of tag being checked. Looks like a typo with a capital ā€œLā€:

if (other.tag == "PLayer"){
                 PlayerInRange = false;
         }

should probably be:

if (other.tag == "Player"){
                 PlayerInRange = false;
         }

Thank You Very Much for Your Response