Instantiated Buttons to have separate On-click functions
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class ButtonListControl : MonoBehaviour {
 [SerializeField]
 private GameObject ButtonTemplate;
 [SerializeField]
 private GameObject[] ApplianceList;
 GameObject ApplianceGUI;
 private int index;
 void Start()
 {
     ApplianceGUI = GameObject.Find("Canvas_GUI_ScrollList");
     ApplianceGUI.SetActive(false);
     // Finds GUI and turns off on run.
     foreach (GameObject Appliance in ApplianceList)
     {
         GameObject Button = Instantiate(ButtonTemplate) as GameObject;
         Button.GetComponent<ButtonListButton>().SetText(Appliance.name);
         Button.transform.SetParent(ButtonTemplate.transform.parent, false);
         Appliance.SetActive(false);
         if (ApplianceList[0])
             ApplianceList[0].SetActive(true);
         Button.SetActive(true);
     }
 }
public void Option1Clicked() { foreach (GameObject Appliance in ApplianceList) { Appliance.SetActive(false); //Sets the current Game Object to false
         ApplianceList[1].SetActive(true);
         Debug.Log("New Appliance Chosen, Hiding Old model and displaying:", ApplianceList[1]);
     }
 }
    public void Option2Clicked()
 {
     foreach (GameObject Appliance in ApplianceList)
     {
         Appliance.SetActive(false);
         //Sets the current Game Object to false 
         ApplianceList[2].SetActive(true);
         Debug.Log("New Appliance Chosen, Hiding Old model and displaying:", ApplianceList[2]);
     }
 }
    public void Option3Clicked()
 {
     foreach (GameObject Appliance in ApplianceList)
     {
         Appliance.SetActive(false);
         //Sets the current Game Object to false 
         ApplianceList[3].SetActive(true);
         Debug.Log("New Appliance Chosen, Hiding Old model and displaying:", ApplianceList[3]);
     }
 }
    public void Option4Clicked()
 {
     foreach (GameObject Appliance in ApplianceList)
     {
         Appliance.SetActive(false);
         //Sets the current Game Object to false 
         ApplianceList[4].SetActive(true);
         Debug.Log("New Appliance Chosen, Hiding Old model and displaying:", ApplianceList[4]);
     }
 }
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