Enemies sharing health

I am creating an fps and am up to creating enemies, at the moment i have two for testing. i created a script for the enemy and its health and a shooting script for the player. however all the enemies share the health so if i shoot one, they both lose health. i also have a weapon script which holds the damage they take. how do i fix this? ( i am using C#)

enemy health:

using UnityEngine;

public class EnemyHealth : MonoBehaviour
{

public PlayerWeapon weapon;

public int maxHealth = 100;
public int currentHealth;

public GameObject _player;
PlayerShoot shootScript;

// Start is called before the first frame update
void Start()
{
    currentHealth = maxHealth;

    shootScript = _player.GetComponent<PlayerShoot>();
}

// Update is called once per frame
void Update()
{
    if(shootScript._shot == true)
    {
        shootScript._shot = false;
        this.currentHealth -= weapon.damage;
    }
}

}

shoot script:

using UnityEngine;

public class PlayerShoot : MonoBehaviour
{

public PlayerWeapon weapon;

[SerializeField]
private Camera cam;

[SerializeField]
private LayerMask mask;

public bool _shot;

void Start()
{
    if (cam == null)
    {
        Debug.LogError("PlayerShoot: No camera referenced!");
        this.enabled = false;
    }

    _shot = false;
}

void Update()
{
    if (Input.GetButtonDown("Fire1"))
    {
        Shoot();
    }
}
 void Shoot()
{
    RaycastHit _hit;
    if (Physics.Raycast(cam.transform.position, cam.transform.forward, out _hit, weapon.range, mask))
    {
        //We hit something
        if (_hit.collider.tag == "ENEMY_TAG")
        {
            Debug.Log("Hit for " + weapon.damage);
            _shot = true;
        }

    }
}

}

weapon damage:

using UnityEngine;

[System.Serializable]
public class PlayerWeapon
{

public int damage = 10;
public float range = 100f;

}

in your script, if the player shoot and hit something, shootScript ._shot will be true, and all EnemyHealth will detect (shootScript._shot == true) and reduce hp.

Please make up your simple logic first

the player script needs to lookup the enemy script when the shot happens.
not the other way around !!!

     //We hit something
     if (_hit.collider.tag == "ENEMY_TAG")
     {
         Debug.Log("Hit for " + weapon.damage);

 PlayerShoot ps = hit.gameObject.GetComponent<PlayerShoot>();
ps.currentHealth -= ps.weapon.damage;
     }