Can't clone if parent is destroyed

How can I change this script so that the parent can still be cloned after it is destroyed?

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

public class EnemySpawner : MonoBehaviour
{
[SerializeField]
private GameObject slimePrefab;

[SerializeField]
private float slimeInterval = 3.5f;

// Start is called before the first frame update
void Start()
{
    StartCoroutine(spawnEnemy(slimeInterval, slimePrefab));
}

// Update is called once per frame
private IEnumerator spawnEnemy(float interval, GameObject enemy) {
    yield return new WaitForSeconds(interval);
    GameObject newEnemy = Instantiate(enemy, new Vector3(Random.Range(-3f, 3), Random.Range(-5f, 5f), 0), Quaternion.identity);
    StartCoroutine(spawnEnemy(interval, enemy)); 

    }

Your GameObject enemy is supposed to be a Prefab and as far as I understand you somehow delete thate GameObject “enemy” and than cant Instaniate it anymore. Prefabs are never Destroyed in the first place they are just a blueprint which you store in your assets. If I understood correctly just watch I video or read some documenation about Prefabs.