The script is attached to a coin that when picked does that issue. There is nothing to attach in the inspector.
The CoinMagnet state is assigned to another object (as a magnet).
public void Start()
    {
        Player = GameObject.FindGameObjectWithTag("Player");
        pu = Player.GetComponent<PowerUps>();       
    }
private void Update()
    {
        if (pu.CurrentPowerState == PowerUps.State.CoinMagnet) //issue here
        {
            if (Vector3.Distance(Player.transform.position, transform.position) < CoinMagnetRadius)
           ...
           ...
        }
    }
Here is the Powerups class
public State CurrentPowerState;
 public enum State
    {
        None,
        Invincible,
        CoinMagnet,
    };
 
    