Unity crashing because of added object

So i have the most recent update of unity and it was running fine. Unity was crashing before for no reason so i deleted it off of my computer. Now its re-installed and actually working, i was able to rebuild my game and re-import my code. When i went to test the simple things it was working but when i started adding the in complex buildings unity just crashes. Its not because the graphical power was to much, its just a few blocks, but the code was a lot more complex. I just found out that it’s the code that crashing the program theres also a stackoverflowexception error with it that i can’t seem to find the root cause of in the program. Can you help me find out why this code is crashing the program.

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

public class ArcheryTowerScript : MonoBehaviour {
	public GameObject Arrow;
	public Transform myTransform;
	public List<Transform> EnemyArray = new List<Transform>();
	public int value = 0;
	public int value1 = 0;
	public Transform Cube;
	ArcheryTowerScript call = new ArcheryTowerScript();
	
	// Use this for initialization
	void Start () {

		
		
	}
	
	// Update is called once per frame
	void Update () {
		if(EnemyArray.Count > 0)
		{
			value = 1;
			call.arrowCreation();
			
		}
		if(EnemyArray.Count <= 0)
		{
			value = 0;
		}
		
		
		
	}
	
	IEnumerator OnTriggerEnter(Collider collision)
	{
		yield return new WaitForSeconds(0.1f);
		if(collision.transform.tag == "Enemy")
		{
			EnemyArray.Add(Cube);
			
		}
		
	}
	void OnTriggerExit(Collider collision)
	{
		if(collision.transform.tag == "Enemy")
		{
			
			EnemyArray.RemoveAt(0);
			
		}
	}
	
	public Transform recentEnemy()
	{
		return EnemyArray[0];
	}
	public void setCube(Transform myCube)
	{
		Cube = myCube;
	}
	
	public IEnumerator arrowCreation()
	{
		value1 = 1;
		if(value == 1)
		{
			for(int x = 0; x < 10; x++)
			{
				Instantiate(Arrow, new Vector3(myTransform.position.x,myTransform.position.y,myTransform.position.z), Quaternion.identity);
				yield return new WaitForSeconds(1);
				x = 0;
				
			}
		}
	}
}

This script is the problem. In particular this line:

     ArcheryTowerScript call = new ArcheryTowerScript();

You shouldn’t create MonoBehaviours through the ‘new’ operator, but no matter how you create them, this line would not work (inside an ArcheryTowerScript). Each ‘new’ ArcheryTowerScript object is in turn creating a new ArcheryTowerScript object in an endless chain until you crash the stack.