Where is the Mistake in my Coin System?

I´ve got a question to a Coin System I created. The shown value is 1 and keeps 1 although it should be 0 at the beginning and should get bigger on touching coins. My Scripts are:

Player:

using UnityEngine;
using System.Collections;

public class FigurBewegeDich : MonoBehaviour {
	public float moveForce = 300f;
	public float maxSpeed = 5f;
	public static int Coins = 0;

	// Use this for initialization
	void Start () {

	}
	
	// Update is called once per frame
	void FixedUpdate () {
				float direction = Input.GetAxis ("Mouse X");
				if (direction != 0f) {
						rigidbody2D.AddForce (
				Vector2.right * direction * moveForce);
						rigidbody2D.velocity = Vector2.ClampMagnitude (
				rigidbody2D.velocity, maxSpeed);
				}

		float direction2 = Input.GetAxis ("Mouse Y");
		if (direction2 != 0f) {
			rigidbody2D.AddForce (
				Vector2.up * direction2 * moveForce);
			rigidbody2D.velocity = Vector2.ClampMagnitude (
				rigidbody2D.velocity, maxSpeed);
		}
	}
}

GUIText:

using UnityEngine;
using System.Collections;

public class ShowCoins : MonoBehaviour {
	public int Coins1 = 0;
	public string Coins2="0";

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void FixedUpdate () {
		Coins1 = PlayerPrefs.GetInt ("Coins");
		Coins2 = Coins1.ToString();
		guiText.text = Coins2;
	}
}

Coins:

using UnityEngine;
using System.Collections;

public class CoinScript : MonoBehaviour {
	public int Coins = 0;
	public float PosY = 0;
	// Use this for initialization
	void Start () {
		PosY = transform.position.y;
		transform.position =
new Vector3(Mathf.Round (Random.value * 18 - 9),PosY,0);
	}
	
	// Update is called once per frame
	void FixedUpdate () {
	
	}

	void OnTriggerEnter2D(Collider2D other){
		if (other.name == "Figur") {
			PlayerPrefs.SetInt("Coins",Coins+1);
			Destroy (gameObject);
		}
	}
}

You are setting number of coins in playerprefs to Coins + 1, but not increasing coins count! You should do
if (other.name == "Figur") { Coins++; PlayerPrefs.SetInt("Coins",Coins); Destroy (gameObject); }