my enemy is broken

so i have an enemy with this code:

using UnityEngine;
using System.Collections;

public class enemy : MonoBehaviour {
    [SerializeField]
    private float CrabSpeed;

    [SerializeField]
    private GameObject projectile;
    [SerializeField]
    private Collider2D player;
    [SerializeField]
    private LookForShootables lfs;
    [SerializeField]
    private Collider2D radar;

    Quaternion zrotate;
    bool lookingright;

    bool SeePlayer;
    bool SeePlayerShootable;
    bool Triggered;


    private float TTN;
    [SerializeField]
    private float MTTN;
    private float reloadtime = 0;

    // Use this for initialization
    void Shoot(float mrt)
    {
        if (lookingright == true)
            zrotate = new Quaternion(0, 0, 180, 0);
        if (lookingright == false)
            zrotate = new Quaternion(0, 0, 0, 0);
        Rigidbody bullet;
        bullet = Instantiate(projectile, transform.position, zrotate) as Rigidbody;
        bullet.AddForce(20, 0, 0);

        reloadtime = reloadtime + mrt;
    }

    void TimeToNeutral()
    {
        if (TTN != 0 && Triggered == true)
            TTN = TTN - 1;
        if (TTN == 0)
        {
            Triggered = false;
            TTN = MTTN;
        }
    }
    void OnTriggerEnter2D(Collider col)
    {
        if (col.tag == "Player")
        {
            Debug.Log("holy crap!");
            SeePlayer = true;
        }
            
    }

    void FixedUpdate()
    {
        SeePlayerShootable = lfs.shootables;
        //--------------------------------------
        if (lookingright == !false)
            transform.localScale = new Vector3(-3, 3, 1);
        if (lookingright == !true)
            transform.localScale = new Vector3(3, 3, 1);
        //thesearedebugs
        if (Input.GetKey(KeyCode.H))
            lookingright = true;
        if (Input.GetKey(KeyCode.G))
            lookingright = false;
        if (reloadtime > 0)
            reloadtime = reloadtime - 1;
        //*****************************************************************
        //-----------------------------------------------------------------
        //*****************************************************************

        if (SeePlayer == true)
        {
            Triggered = true;
            Debug.Log("triggered!!!");
        }

        if (SeePlayerShootable == true && reloadtime == 0)
        {
            Shoot(60);
            Debug.Log("shooting");
        }
        if (SeePlayer == false)
            TimeToNeutral();
    }
}

and another object has this:

using UnityEngine;
using System.Collections;

public class LookForShootables : MonoBehaviour
{
    [SerializeField]
    private Collider2D player;

    public bool shootables;

    void OnTriggerEnter2D(Collider col)
    {
        if (col.tag == "Player")
            shootables = true;
    }
}    

the game is in 2d and the problem may lie with the triggers.
what am i doing incorrectly?
(i’ve only started coding so i probably did many things incorrectly.)

Like doublemax said, explain your problem.
And i suggest you to change your if statement : if true if false, by if and else.