How to destroy random object spawn?

I use the following script to random placement of objects :

// Add this script to a Parent GameObject of the spawnPoints.
// Note: enemyPrefab will have an AI script attached which will already Tag the Player object 
// so it won't be needed here.
private var i : int;
var spawnPoints : Transform[];  // Array of spawn points to be used.
var enemyPrefabs : GameObject[]; // Array of different Enemies that are used.
var amountEnemies = 20;  // Total number of enemies to spawn.
var yieldTimeMin = 2;  // Minimum amount of time before spawning enemies randomly.
var yieldTimeMax = 5;  // Don't exceed this amount of time between spawning enemies randomly.

function Start()
{
    Spawn();
}

function Spawn() 
{ 
   for (i=0; i<amountEnemies; i++) // How many enemies to instantiate total.
   {
      yield WaitForSeconds(Random.Range(yieldTimeMin, yieldTimeMax));  // How long to wait before another enemy is instantiated.

      var obj : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.length)]; // Randomize the different enemies to instantiate.
      var pos: Transform = spawnPoints[Random.Range(0, spawnPoints.length)];  // Randomize the spawnPoints to instantiate enemy at next.

      Instantiate(obj, pos.position, pos.rotation); 
   } 
}

the game object spawn script :

function OnTriggerEnter(other : Collider)
{
if (other.collider.tag == "Player")
{
                                                                       //How to destroy random object spawn?
GlobalVariables.countg--;
}
}

Trigger ON in player and spawn game object

if that OnTriggerEnter function in a script it attached to the random object, then:

    function OnTriggerEnter(other : Collider)
    {
      if (other.collider.tag == "Player")
      {
        Destroy(this.gameObject); // if you do Destroy(this) it will remove the script from the object.
        // or
        // Destroy(this.gameObject, 2.5f); // will destroy in 2.5 seconds
        //How to destroy random object spawn?
        GlobalVariables.countg--;
      }
    }

For the record the ‘this’ keyword is not required whatsoever.

thanks, it works