Assign gameobject value from an array (C#)

I know this probably a simple question but I have a problem with one of my enemies in my game. I’ve created a script that I set on the prefab of this enemy, but the problem is that I spawn out four enemies of the same sort, but I want these to fly in there own direction with the help of an assigned array that set the value that they should fly in.

But how can I set the value and make the first ball called “explodingball1” go in the 45 angle direction, then for explodingball2 I want to set the direction 135, explodingball 3 225 direction etc…

Note that I currently use a Random.range to set the direction of the 4 balls, but as I said they fly off in on of these four random directions that I set.

Here’s the code:

 using UnityEngine;
   using System.Collections;
   
   public class EnemyExplodeBallScript : MonoBehaviour 
   {
       Rigidbody2D bouncing;
       public float speed = 30;
   
       public float timer = 3.0f;
       
       Vector3 velocity;
   
       float[] angleArray;
   
       public GameObject explodingBall1;
       public GameObject explodingBall2;
       public GameObject explodingBall3;
       public GameObject explodingBall4;
   
       
       void Start() 
       {
           
   
           if(GameObject.Find("Enemy_explode(Clone)").tag == "EnemyExplodeMiddle")
           {
               //Create 4 angles for the ball to 
               angleArray = new float[4];
               
               //Array values
               angleArray[0] = 45;
               angleArray[1] = 135;
               angleArray[2] = 225;
               angleArray[3] = 315;
               
               transform.rotation = Quaternion.identity;
               
               
   // Random range where the ball is supposed to fly within the array
               int selection = Random.Range(0, angleArray.Length);
               float angle = angleArray[selection];
   
               for(int i = 0; i < angleArray.Length; i++)
               {
                              **//Should I use a for loop?** 
               }
               
               // Calculate velocity for ball
               velocity = new Vector2 (Mathf.Cos (angle*Mathf.Deg2Rad), Mathf.Sin(angle*Mathf.Deg2Rad));;
               
               // Get the ball moving! 
               this.GetComponent<Rigidbody2D> ().velocity = velocity * speed;
           }
   
           
       }

i’m not quite sure what’s the issue BUT, if the issue that they all go in the same direction you could set

static int ballCounter = 0;

to count balls
and

float angle = angleArray[ballCounter];
ballCounter += 1;

to get the balls to go in a different angles

and if you need to summon more bals than there is angles in your array just

ballCounter = 0;