Script Performance: 1 central or many independent?

I have been doinig this in the past:

// main script C#

public Text v1;
public Text v2;
public Text v3;
public Text v4;
// and so on...

void Update () {
    v1.text = "v1: " + PlayerPrefs.GetInt ("v1");
    v2.text = "v2: " + PlayerPrefs.GetInt ("v2");
    v3.text = "v3: " + PlayerPrefs.GetInt ("v3");
    v4.text = "v4: " + PlayerPrefs.GetInt ("v4");
    // and so on...
    // I know I could use a for loop, but that's not the point of the question.
}

Should I switch to this?

// script found on all of the text objects C#

public string name;
private Text t;

void Start () {
    t = transform.GetComponent <Text> ();
}

void Update () {
    t.text = name + ": " + PlayerPrefs.GetInt (name);
}

The first example seems performance heavy to me because the script executes all of the time, no matter if the children are active. But then again, I read somewhere that 1 update with heavy tasks is better than many updates with the heavy tasks spread out.

In the same way, it’s easier to render an object with 1000 meshes than 1000 objects with 1 mesh each.

Which way should I go?

A does it all in one place while B does it all independently.

A will quickly become impossible to maintain as you are about to add lines after lines while B is clear of doing only what it should.

There is a little cost for having many updates since each call means stacking data, processing the code, and unstacking.

Forget about that last line.

Both are equally heavy operations. i also asked same question here
For this case:
You should not use playerprefs in Update, instead cache the data of playerprefs to some static variable when game starts and update it when your game exits or when cpu is being consumed (b/w screen Transitions or when leaving play area…).