Calling a method from one prefab, calls the rest.

Hi, so when I call a method on one of the duplicates of a prefab, the rest gets called… Which is not my desired behavior… Here are my codes:


Spawns.cs:

namespace Tadget
{
    using UnityEngine;
 
    public class Spawn : Actions
    {
        public GameObject objToSpawn;
        public Transform whereToSpawn;
 
        /// Spawn objects depending on the field "objToSpawn"
        public override void Use()
        {
            Instantiate(objToSpawn, whereToSpawn.position, whereToSpawn.rotation);
        }
    }
}

Destroy.cs:

namespace Tadget
{
    using UnityEngine;

    public class Destroy : Actions
    {

        public GameObject objToDestroy;

        /// Spawn items depending on the field "objToDestroy"
        public override void Use()
        {
            Destroy(objToDestroy);
        }
    }
}

Both are these derived from an abstract class that has an abstract method called Use().

This is where I call both use() method

            if (Input.touchCount > 0)
            {
                if (Input.GetTouch(0).phase == TouchPhase.Stationary || (Input.GetTouch(0).phase == TouchPhase.Moved && touch.deltaPosition.magnitude < maxMagnitude))
                {
                    timeToOpenCounter -= Time.deltaTime;
                    InitializeUI();

                    if (timeToOpenCounter <= 0)
                    {
                        GetComponent<Spawn>().Use(); // <--- CALLED METHOD
                        GetComponent<Destroy>().Use(); // <---- CALLED METHOD
                        timeToOpenCounter = 0;
                        TurnUIVisible(false);
                    }
                }
            }
            else
            {
                ResetTime();
            }

**TL;DR: Calling a method from one the duplicates of a prefab results in others being called as well.
e.g. I want one egg to be broken, but the rest breaks, for some reason. That’s the current situation I’m stuck in.
**

you are not calling scripts of instance of prefabs. you are accessing the scripts Spawn and Destroy on that same object so i would assume that each prefab have a Spawn script and Destroy script and that update method is called in every single prefab not only in once.