How do I make signs / 2 GameObjects with different codition.

I have two “wood sign” gameobjects, they both have a script called “Dialogue trigger” , however, they both have the same condition to trigger another function (see it in Update funtion). How do I make two GameObjects have separate condition via 2 same scripts (if possible)? (So when I am near sign1 game will show me text1 and if I am near sign2 game will show me text2) Or just how do I do it because theres 100% a better solution :/.

This is my dialogue trigger script:

public class DialogueTrigger : MonoBehaviour
{
    public Transform InteractionSpotTransform;
    public LayerMask SignLayer;
    public DialogueManager DialogueManager;
    public Dialogue dialogue;

    private void Update()
    {
        if (Physics2D.OverlapCircle(InteractionSpotTransform.position, 1, SignLayer) && Input.GetKeyDown(KeyCode.Space) && !DialogueManager.InCorversation)
        {
            TriggerDialogue();
        }

    }

    public void TriggerDialogue()
    {
        FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
    }

}

Try changing your Update method to this

private void Update()
{
	if(Physics2D.OverlapCircle(InteractionSpotTransform.position, 1, SignLayer) && Input.GetKeyDown(KeyCode.Space) && !DialogueManager.InCorversation)
	{
		TriggerDialogue();
	}
	else
	{
		//player is outside the wood sign range so stop showing the diaglogue
		//if DialogueManager has StopDialogue method then do FindObjectOfType<DialogueManager>().StopDialogue(dialogue)
	}
}