I have everything in the right place but why wont my value stay changed ?

So i have my scripts below and what is supposed to happen is a timer counts down them spawns a beam then restarted the counter and then if the beam is still spawned just restart the counter without spawning a beam then once the beam is collected by the player the value is checked and the beam is supposed to be able to be spawned again but for some reason when it comes to that the value is changing when it is called but after that goes back to normal so whats happening here ?

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


public class BlueTracker : MonoBehaviour {

	public GameObject Beam;

	public float BlueTimer;
	float Due;
	public int isBeamSpawn;

	// Use this for initialization 
	void Start () {

		Due = Random.Range (10, 15);
		BlueTimer = Due;		
	}
	
	// Update is called once per frame
	void Update () {
			
			BlueTimer -= Time.deltaTime;


		if (BlueTimer <= 0 && isBeamSpawn == 0) {
			Instantiate (Beam, transform.position, transform.rotation);
			Due = Random.Range (10, 15);
			BlueTimer = Due;
			isBeamSpawn = 1;
		} else if (BlueTimer <= 0 && isBeamSpawn == 1) {
			Due = Random.Range (10, 15);
			BlueTimer = Due;
		}
	}

	public void BeamCheck(int spawned)
	{
		isBeamSpawn -= spawned;
	}
}

my other script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
    
    public class Collect : MonoBehaviour {
    
    	public GameObject Sign;
    
    	public BlueTracker blue;
    
    	// Use this for initialization
    	void Awake () {
    
    		blue = Sign.GetComponent<BlueTracker> ();
    	}
    	
    	// Update is called once per frame
    	void Update () {
    
    		 
    
    	}
    
    	void OnTriggerStay(Collider other)
    	{
    		if (Input.GetKeyDown (KeyCode.E)) {
    			blue.BeamCheck(1);
    			Destroy (gameObject);		
    		}
    	}
    }

“Input.GetKeyDown () " You need to call this function from the Update function, since the state gets reset each frame…”
does this give you some hint? I am curious if Input.GetKeyDown () works in triggerstay.

Not sure what your saying. Please use punctuation in your sentences. What do you mean by “back to normal?” what do you want to happen and what happens exactly.
Beware of what you are “Destroy” and what action / method runs first in every script.

You can also try make a method this area of script:

void doThis(){
         if (BlueTimer <= 0 && isBeamSpawn == 0) {
             Instantiate (Beam, transform.position, transform.rotation);
             Due = Random.Range (10, 15);
             BlueTimer = Due;
             isBeamSpawn = 1;
         } else if (BlueTimer <= 0 && isBeamSpawn == 1) {
             Due = Random.Range (10, 15);
             BlueTimer = Due;
         }
}

And call it both in ‘Update()’ function and in ‘BeamCheck( int spawned)’

see how it goes…