Changing Images with foreach (RawImage image in _____)

Does anyone know what to put where the underscores are? I want to change an image but don’t know what to put…

foreach (RawImage image in _____)

something like, if you want to assign them in inspector

public RawImage[] myarray;
...
foreach (RawImage image in myarray)

or, you might want to get them in child gameobjects with,

RawImage[] myarray = GetComponentsInChildren<RawImage>()

Actually, that would probably work for a different script, but not this one… Do you know if I could disable and enable the RawImages with the code I already have? I am trying to make a UI that changes gun images when I switch weapons.

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class WeaponSwitcher : MonoBehaviour
{

    public Animator animator;
    public RawImage gun1UI;
    public RawImage gun2UI;

    public int selectedWeapon = 0;
    public bool isSwitching = false;
    public float switchTime = 2f;


    void OnEnable()
    {
        isSwitching = false;
        animator.SetBool("isSwitch", false);
    }

    // Start is called before the first frame update
    void Start()
    {
        SelectWeapon();
    }

    // Update is called once per frame
    void Update()
    {

        int previousSelectedWeapon = selectedWeapon;

        if (Input.GetAxis("Mouse ScrollWheel") > 0f)
        {
            if (selectedWeapon >= transform.childCount - 1)
                selectedWeapon = 0;
            else
                selectedWeapon++;
        }

        if (Input.GetAxis("Mouse ScrollWheel") < 0f)
        {
            if (selectedWeapon <= 0)
                selectedWeapon = transform.childCount - 1;
            else
                selectedWeapon--;
        }

        if (previousSelectedWeapon != selectedWeapon)
        {
            SelectWeapon();
            StartCoroutine(SelectWeapon());
        }
    }

    IEnumerator SelectWeapon()
    {
        isSwitching = true;
        animator.SetBool("isSwitch", true);
        yield return new WaitForSeconds(switchTime);
        int i = 0;

        foreach (Transform weapon in transform)
        {
            if (i == selectedWeapon)
                weapon.gameObject.SetActive(true);
            else
                weapon.gameObject.SetActive(false);
            i++;

            animator.SetBool("isSwitch", false);
            isSwitching = false;
        }
    }
}