Turning off component

Hello again, clever heads :smiley: I again stuck on turning off components.

using UnityEngine;
using System.Collections;

public class AssignScripts : MonoBehaviour {

public Component Controller1;
public Component Controller2;
public Component Controller3;
public GameObject Obj1;
public GameObject Obj2;
public GameObject Obj3;
public GameObject Prefab1;
public GameObject Prefab2;
public GameObject Prefab3;
public Vector3 SpawnPoint1;
public Vector3 SpawnPoint2;
public Vector3 SpawnPoint3;

void Update() {
    if(input.GetKeyDown("1")) {
        Obj1 = Instantiate(Prefab1, SpawnPoint1, Quaternion.identity)as GameObject).gameObject;
        Controller1 = Obj1.GetComponent<PlayerController1>();
    if(input.GetKeyDown("2")) {
        Obj2 = Instantiate(Prefab2, SpawnPoint2, Quaternion.identity)as GameObject).gameObject;
        Controller2 = Obj2.GetComponent<PlayerController2>();
    if(input.GetKeyDown("3")) {
        Obj3 = Instantiate(Prefab3, SpawnPoint3, Quaternion.identity)as GameObject).gameObject;
        Controller3 = Obj1.GetComponent<PlayerController3>();
}
}
}

In first script i assign Controller and in second script i want to disable that controller.

using UnityEngine;
using System.Collections;

public class DisableControllers : MonoBehaviour {
private AssignScripts assignScripts;
void Start() {
assignScripts = GetComponent<AssignScripts>();
}
void Update() {
    if(input.GetKeyDown("q")) {
        assignScripts.Controller1.enabled = false;
}
 if(input.GetKeyDown("w")) {
        assignScripts.Controller2.enabled = false;
}
 if(input.GetKeyDown("e")) {
        assignScripts.Controller3.enabled = false;
}
}
}

I know it doesnā€™t work since it says that UnityEngine.Component does not contain a definition for ā€œenabledā€. Iā€™ve tried every combination, but nothing works. If there is not enough information, let me know.

enabled isnā€™t located inside Component - itā€™s located in Behaviour which in turn, inherits Component - See.
So instead of using Component variables, use MonoBehaviours (which inherits Behaviour)

Btw, why are you using separate variables, instead of regular arrays? your code could be drastically reduced in length.