2D dice rolling

Hello,
I need some help with a 2D dice rolling script. There is 1 die and when clicked on the images flash randomly and when it stops the number of rolls is displayed. This is working, But i would like to add a total of the dice as they are displayed by there face value. I have tried as it shows in the script but not sure how to get a list of numbers 1 to 6 to correspond to the images 1 through 6 as they are displayed. Please let me know if anyone has any ideas.
Thank you

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
 

public class DiceRoll : MonoBehaviour
{
    public Sprite[] Dice;

    private bool isRolling;
    private float totalTime;
    private float intervalTime;
    private int currrentDie;
    private bool dieRolled;
    private int currentTotal;

    public Text rollText;
    public int rolls;
    public int rollValue;
    public Text totalText;
    public int total;
    public int[] totalValue;

    Image die;

    void Start()
    {
        rolls = 0;
        total = 0;
        UpdateRolls();
        Init();
    }

    private void Init()
    {
        totalTime = 0.0f;
        intervalTime = 0.0f;
        currrentDie = 0;
        dieRolled = false;
        die = GameObject.Find("DieImage").GetComponent<Image>();
        die.sprite = Dice[currrentDie];
    }

    void Update()
    {
        if (isRolling)   
        {
            intervalTime += Time.deltaTime;
            totalTime += Time.deltaTime;

            if (intervalTime >= 0.1f)
            {
                //change die & rotation
                currrentDie = Random.Range(0, 6);
                die.transform.Rotate(0, 0, Random.Range(0, 360));

                //set image to selected die
                die.sprite = Dice[currrentDie];
                intervalTime -= 0.1f;
            }

            if (totalTime >= 2.00f)
            {
                isRolling = false;
                dieRolled = true;
                AddRolls(rollValue);
                AddTotal(totalValue);
            }
        }
    }

    public void DieImage_Click()
    {
        if (!dieRolled)
        {
            isRolling = true;  
        }

        if (!isRolling)
        {
            Init();   
            isRolling = true;
        }
    }

    public void PanelTestButton_Click()
    {
        GameObject panel = GameObject.Find("DiePanel");
        Animator animator = panel.GetComponent<Animator>();
        animator.Play("DiePanelOpen");
    }

    public void PanelOKButton_Click()
    {
        GameObject panel = GameObject.Find("DiePanel");
        Animator animator = panel.GetComponent<Animator>();
        animator.Play("DiePanelClose");
        rolls = 0;
        total = 0;
        UpdateRolls();
    }

    public void AddRolls(int newRollValue)
    {
        rolls += newRollValue;  
        UpdateRolls();
    }

    public void AddTotal(int[] newtotalValue)
    {
        total += newtotalValue[currentTotal];
        UpdateRolls();
    }

    void UpdateRolls()
    {
        rollText.text = "Rolls: " + rolls;
        totalText.text = "Total: " + rolls;
    }
}

You have a lot of variables that are never being set but you are using them. I have made some small mods to your code that hopefully will put you on track

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
 
public class DiceRoll : MonoBehaviour
{
    public Sprite[] Dice;

    public Text rollText;
    public int rolls;
    public int rollValue;
    public Text totalText;
    public int total;
    public int[] totalValue;

    private bool isRolling;
    private float totalTime;
    private float intervalTime;
    private int currrentDie;
    private bool dieRolled;
    private int currentTotal;

    Image die;

    void Start()
    {
        rolls = 0;
        total = 0;

        // moved this here because there is no need  to continually get the same object
        die = GameObject.Find("DieImage").GetComponent<Image>();
        UpdateRolls();
        Init();
    }

    private void Init()
    {
        totalTime = 0.0f;
        intervalTime = 0.0f;
        currrentDie = 0;
        dieRolled = false;
        die.sprite = Dice[currrentDie];
    }

    void Update()
    {
        if (isRolling)   
        {
            intervalTime += Time.deltaTime;
            totalTime += Time.deltaTime;

            if (intervalTime >= 0.1f)
            {
                //change die & rotation
                currrentDie = Random.Range(0, 6);
                die.transform.Rotate(0, 0, Random.Range(0, 360));

                //set image to selected die
                die.sprite = Dice[currrentDie];
                intervalTime -= 0.1f;
            }

            if (totalTime >= 2.00f)
            {
                isRolling = false;
                dieRolled = true;
                AddRolls(rollValue);
                // removed the parameter because AddTotal() is called from wone place with same parameter
                AddTotal();
            }
        }
    }

    public void DieImage_Click()
    {
        if (!dieRolled)
        {
            isRolling = true;  
        }

        if (!isRolling)
        {
            Init();   
            isRolling = true;
        }
    }

    public void PanelTestButton_Click()
    {
        GameObject panel = GameObject.Find("DiePanel");
        Animator animator = panel.GetComponent<Animator>();
        animator.Play("DiePanelOpen");
    }

    public void PanelOKButton_Click()
    {
        GameObject panel = GameObject.Find("DiePanel");
        Animator animator = panel.GetComponent<Animator>();
        animator.Play("DiePanelClose");
        rolls = 0;
        total = 0;
        UpdateRolls();
    }

    public void AddRolls(int newRollValue)
    {
        rolls += newRollValue;  
        UpdateRolls();
    }

    // removed the parameter because AddTotal() is called from wone place with same parameter
    public void AddTotal()
    {
        // value is the true amount of the die face (currrentDie is 0 base so add 1)
        int value = currrentDie + 1;
        totalValue[currrentDie] += value; // add value to totalValue of current die
        total += value;                   // add value to total
        UpdateRolls();
    }

    void UpdateRolls()
    {
        rollText.text = "Rolls: " + rolls;
        totalText.text = "Total: " + rolls;
    }
}