How to add score after destroying object in unity 2D?

Before this, I have made a scoring section to my program that used Invoke repeating every 1s. Now, I have problem how to make my scoring counter add an additional score when I destroy some objects.

using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class UIManager : MonoBehaviour
 {
 
     public Button[] buttons;
     public Button pauseButton;
     public Image[] images;
     public Text scoreText;
     public Text highScoreText;
     public Text yourScoreText;
     public Text text;
     bool gameOver;
     int score;
     levelscroller level;
     CoinMove cm;
     void Start()
     {
         gameOver = false;
         score = 0 + cm.plus;
         InvokeRepeating("scoreUpdate", 1.0f, 1.0f);
     }
     void Update()
     {
         storeHighScore(score);
         scoreText.text = "" + score;
         yourScoreText.text = "" + score;
         highScoreText.text = "" + PlayerPrefs.GetInt("highscore");
     }
     void scoreUpdate()
     {
         if (gameOver == false)
         {
             score += 1;
         }
     }
     void storeHighScore(int newHighscore)
     {
         int oldHighscore = PlayerPrefs.GetInt("highscore", 0);
         if (newHighscore > oldHighscore)
         {
             PlayerPrefs.SetInt("highscore", newHighscore);
             oldHighscore = newHighscore;
             PlayerPrefs.Save();
         }
     }

Another class:

 using UnityEngine;
 using System.Collections;
 public class CoinMove : MonoBehaviour
 {
     public float Speed;
     public int plus = 0;
     UIManager ui;
     void Start()
     {
 
     }
     void Update()
     {
         transform.Translate(new Vector3(0, -1, 0) * Speed * Time.deltaTime);
         //if (Input.touchCount > 0 || Input.GetTouch(0).phase == TouchPhase.Began)
         //{
         //    Destroy(transform.gameObject);  
         //}
     }
     private void OnMouseDown()
     {
         Destroy(gameObject);
         plus += 10;
     }
 }

It just make the counter of score totally 0.

You need to increment score at the point/before the object is destroyed.

Example:
If you have a method DestroyEnemy()

public void DestroyEnemy()
{
     PlayerManager.instance.score += 1;
     Destroy(gameObject);
}

or

public void DestroyEnemy()
{
     PlayerManager.instance.score = playTime;
     Destroy(gameObject);
}

or

 public void DestroyEnemy()
 {
     PlayerManager.instance.SetScore(10);
     //In SetScore, store score in player prefs
     Destroy(gameObject);
 }

In this example I use a singleton class to manage player data like setting and getting score.
Not sure if this helps, but good luck on your project.