How can I Accses the Bool from Multiple Building Prefabs to Use in One Centeral Script?

I am trying to make a basic city builder game. I have this very basic CollisionSystem and it’s working I want to add this script to my building prefab to see if any building collisions are overlapping. The problem is I can’t use

public CollisionSystem collisionSystem; 

to call if isTouching is true or false in my main BuildingPlacement script because it only works for one building and should be set before starting the game. So, my question is how can I learn if isTouching has become true in any of my CollisionSystem scripts to use in my main BuildingPlacement script?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CollisionSystem : MonoBehaviour
{
    public bool isTouching = false;

    public void OnTriggerEnter(Collider col)
    {
        if (col.CompareTag("Building") || col.CompareTag("Obstacle"))
        {
            isTouching = true;
            //Debug.Log("true");
        }
        //Debug.Log("OnTriggerEnter");
    }

    public void OnTriggerExit(Collider col)
    {
        if (col.CompareTag("Building") || col.CompareTag("Obstacle"))
        {
            isTouching = false;
        }

        //Debug.Log("OnTriggerExit");
    }
}

Since I can’t delete this post I solved it like this;
public List collisionSystems = new List();

void Start()
{
// Created a list of all objects with the CollisionSystem script and added to the list.
CollisionSystem foundCollisionSystems = FindObjectsOfType();
collisionSystems.AddRange(foundCollisionSystems);
}

bool IsAnyBuildingTouching()
{
foreach (var collisionSystem in collisionSystems)
{
if (collisionSystem.isTouching)
{
return true; // Return true if any building is touching.
}
}
return false; // Return false if none of the buildings are touching.
}

if (IsAnyBuildingTouching())
{
isTouchingCalled = true;
}
else
{
isTouchingCalled = false;
}
Then I used isTouchingCalled like the İsTouching in the BuildingPlacement script

CollisionSystem newCollisionSystem = constructionZonePrefab.GetComponent();
collisionSystems.Add(newCollisionSystem);

and added every new building to the list after being placed.