Jumping spring (pass a rigidbody velocity value from another script)

Hello,
I am writing a script for a jumping spring for a player that is supposed to make the player jump at different speeds for each spring. The issue is that I have two springs in the same scene and they always have the same speed value no matter how I change both.

the script is as following:

public class Spring : MonoBehaviour
{

    public GameObject player;
    private Rigidbody2D RB;
    public Vector2 Speed;
    private Animator anim;
    private AudioSource audi;
    private bool JumpPlayer;
    private bool JumpOnce;

    // Start is called before the first frame update
    void Start()
    {
        RB = player.GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>(); 
        audi = GetComponent<AudioSource>();
       
      

    }
    void Update()
    {
        CheckIfPushed();
        if (JumpPlayer && !JumpOnce)
        {
            StartCoroutine("PushJump");
        }
        else if (!JumpPlayer)
        {
            JumpOnce = false;
            StopCoroutine("PushJump");
            anim.SetBool("Push", false);
        }
    }

    // Update is called once per frame
    
   
    IEnumerator PushJump()
    {

        JumpOnce = true; 
        yield return new WaitForSeconds(0.1f);
        anim.SetBool("Push", true);
        RB.velocity = new Vector2 (Speed.x , Speed.y);
        audi.Play();
	  
      
    }
    void CheckIfPushed()
    {
        if (GameBrain.isPushed)
        {
            JumpPlayer = true;
        }
        else if (!GameBrain.isPushed)
        {
            JumpPlayer = false;
        }
    }
    
}

So you have 2 springs, each have this Spring.cs on them. You’re setting the Speed Vector3 for each to different values and what happens? Are they resetting on Play or is the different just not noticeable?

@knobblez yes I have two spring objects and I put two different speed values for each of them, but they react as one, when I try to jump on one or another they respond to one-speed value only, not to mention they animate the push animation together when I jump on one of them only. Actually, I prefab-ed the spring object which makes sense why they behave the same but then I tried to unpack the two of them and they still behave the same.

@knobblez it seems like the reason why they react the same is because I am using a raycast static bool (isPushed) for my player to detect if they touch the spring layer which causes them to behave the same for some reason. I tried to exchange this with player collision instead which works fine now.