activate one Item and all Prefabs play animation

Hello and Moin moin,

i made a crate prefab with a script to open the crate with an animation.
My problem is when i have more prefabs in my scene and i open one crate that all other crates open too.
How can i seperate the prefabs than only the Crate opend that i cilck?

My Game is a First Person Game an my prefab has an animation and two collider, one collider as physic collider and on as trigger.
here is my code and thanks for your help.

public class OpenCrateWithAnim : MonoBehaviour
{
    private Animator animator;
    private void Awake()
    {
        animator = GetComponentInChildren<Animator>();
    }

    private void OnTriggerStay(Collider other)
    {
        if (Input.GetKeyDown(KeyCode.F) && !animator.GetBool("isOpend"))
        {
                OpenCrate();
                //DropItems();
                Debug.Log("crate opend");
            Destroy(gameObject, 20);
        }
    }
    private void OpenCrate()
    {
        animator.SetBool("isOpend", true);
    }
}

This very much depends on the exact structure of your hierarchy and the exact placement of your scripts. You need to tell us or show us how exactly you’ve set up your scene, otherwise the script alone doesn’t help anybody, as it is likely used outside of its intended context.

For example, when you do this

animator = GetComponentInChildren<Animator>();

this already refers to some elements of your scene that are completely out of scope of this post.
We can’t tell where your script IS, let alone to what it refers to.

The script is in Waffenkiste_klein an the Animation in the children Deckel

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