Problems When Shooting Multiple Enemies round about 4 times

When I have Multiple Enemies they have a float number for health round about 250.0f so when i shoot at one of them that number should decrease by 50 each time i shoot at the enemy but heres my problem the first enemy dies round about 4/5 shots to it but when i start to shoot at the other (after the first enemy) It takes 1 shot and there dead so heres the Bullet script for the players Bullet called Bullet.cs:

using UnityEngine;
using System.Collections;

public class Bullet : MonoBehaviour {
	
	public GameObject BulletObject;
	public GameObject GlobelObjectExplosion;
	public GameObject GlobelBulletExplosion;
	public float life = 3.0f;
	private EnemyAI enemy;

	
	private Transform bulletTransform;
	// Use this for initialization
	void Start () {
	
	}
	
	void OnTriggerEnter(Collider other)
	{
		if(other.gameObject.tag == "Enemy")
		{
			
			EnemyAI.currEnemyLife -= 50;
			Player.score += 50;
			
			//Creates an explosion on collision
			GameObject objBullet = Instantiate(GlobelBulletExplosion, transform.position, Quaternion.identity) as GameObject;
			Destroy(objBullet, 2.0f);
			
			Debug.Log("ColliderWorking");
			
			if(EnemyAI.currEnemyLife <= 0.0f)
			{
				Destroy(other.gameObject);
				
				//creates an explosion when enemy is destoryed
				GameObject obj = Instantiate(GlobelObjectExplosion, other.gameObject.transform.position, Quaternion.identity) as GameObject;
				
				Destroy(obj, 2.0f);
				Player.score += 250;
			}
			Destroy(gameObject);
		}
	}
	
	// Update is called once per frame
	void Update () {

		life -= Time.deltaTime;
		
		transform.Translate(0, 0, Player.bulletSpeed * Time.deltaTime);
		
		if(life <= 0.0)
		{
			
			Destroy(gameObject);
			
		}
	
	}
}

And heres the EnemyAI Script called EnemyAI.cs:

using UnityEngine;
using System.Collections;

public class EnemyAI: MonoBehaviour {
	
	public Transform target;
	public int moveSpeed;
	public int rotationSpeed;
	public GameObject explosion;
	
	public static float maxEnemyLife = 250.0f;
	public static float currEnemyLife;
	public static float maxEnemyBullets = 60.0f;
	public static float currEnemyBullets;
	public static float maxEnemyFuel = 1260.0f;
	public static float currEnemyFuel;
	
	private Transform myTranform;
	public static Transform LocalTransform;
	
	void Awake(){
	
		myTranform = transform;
		LocalTransform = myTranform;
		
	}

	// Use this for initialization
	void Start () {
		if(GameObject.FindGameObjectWithTag("Player") != null){
			GameObject go = GameObject.FindGameObjectWithTag("Player");
			
			currEnemyFuel = maxEnemyFuel;
			currEnemyLife = maxEnemyLife;
			currEnemyBullets = maxEnemyBullets;
	
			target = go.transform;
		}
		
		
	
	}
	
	// Update is called once per frame
	void Update () {
		if (currEnemyFuel > maxEnemyFuel)
		{
			currEnemyFuel = maxEnemyFuel;	
		}
	
			//Debug.DrawLine(target.position, myTranform.position, Color.cyan);
		if(currEnemyFuel <= 0.0)
		{
				currEnemyFuel = 0.0f;
				//myTranform.rotation = Vector3.zero;
				//myTranform.position = Vector3.zero;
			moveSpeed = 0;
		}
		else if (currEnemyFuel > 0.0)
		{
			//Look at target
			if(GameObject.FindGameObjectWithTag("Player") != null){
				myTranform.rotation = Quaternion.Slerp(myTranform.rotation, Quaternion.LookRotation(target.position - myTranform.position), rotationSpeed * Time.deltaTime);
			
				//Move towards Target
				myTranform.position += myTranform.forward * moveSpeed * Time.deltaTime;
				currEnemyFuel -= 0.2f;
			}
			
		}
		
	
	}
}

Ive tried to find if someone had the some problem or if theres a workaround but i can find a solution on here or google. So can someone tell me if im doing something wrong or is there a tutorial or something

In your void OnTriggerEnter(Collider other) In the Bullet script, do the following changes:

After

if(other.gameObject.tag == "Enemy"){

Add

enemy = other.gameObject.GetComponent<EnemyAI>();

Then, every time you have EnemyAI.something, change it to enemy.something.

I think your problem is incorrect reference.