I have a problem with car customization

Hello,
(I am not a native english speaker so there may be errors in my writing)
I am having trouble with the car customization script:

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

public class CarPartsChanger : MonoBehaviour
{
public List _parts;
public GameObject SBumperF;
public GameObject SBumperR;
public GameObject SHood;
public GameObject SSpoiler;

[System.Serializable]
public class Parts
{
    public GameObject Part;
    public string PartType;
    public int PartID;
    public bool isMounted;
}
public void PartChooser(int K)
{
    foreach (Parts parts in _parts)
    {
        for (int i = 0; i < _parts.Count; i++)
        {
            if (parts.PartID == K)
            {
                parts.isMounted = true;
            }
            if (parts.isMounted)
            {
                parts.Part.SetActive(true);
            }
            else
            {
                parts.Part.SetActive(false);
            }
            if (parts.isMounted && parts.PartType == "BodyKit")
            {
                SBumperF.SetActive(false);
                SBumperR.SetActive(false);
            }
            else
            {
                SBumperF.SetActive(true);
                SBumperR.SetActive(true);
            }
            if (parts.isMounted && parts.PartType == "Hood")
            {
                SHood.SetActive(false);
            }
            else
            {
                SHood.SetActive(true);
            }
            if (parts.isMounted && parts.PartType == "Hood")
            {
                SSpoiler.SetActive(false);
            }
            else
            {
                SSpoiler.SetActive(true);
            }
        }
    }
}

}

The problem I’m having is that it doesn’t work as intended, ie the aftermarket parts appear, but I can’t remove unecesery parts like for a bodykit, the script doesn’t remove the stock bumpers, or the other body kit I have doesn’t remove itself when I select the first bodykit.

Thank you in advance.

Personally if I was doing something like this, I would use enums:

public enum BodyStyle
{
    Stock,
    Kit1,
    Kit2,
    Kit3
}
public BodyStyle bodyStyle;

And then setup the parts to do what needed while said enum was true:

if (bodyStyle == BodyStyle.Stock)
{
     // List of stock parts = all active
     // List of kit parts = all not active
}

if (bodyStyle == BodyStyle.Kit1)
{
    // certain stock parts = not active
    // certain Kit parts = active
}
/// etc...

And then I would use Stock as a clearer of sorts, so when switching from Kit1 to Kit2, the code would go to Stock first, reset all pieces, then Kit2 would then become active. I’m sure there’s a better way to do this, but that’s how I would handle it.