condition for array of textures

hi, I wrote arrays as the type Texture and I assigned them to pictures on the inspector, and I managed to generate them Randomly. I want to make a condition , for example : if GameObject = array [1] … then print (“u win”) if Gameobject = array [2] … print (“you lost”)…

but no matter what I try, it is making all the array items equals , that means this condition will happen for item [1] and [2] …etc is it possible to separate them somehow? and am I writing the condition correctly?

here is my script :

public int number; 
	public Texture[] faces = new Texture [11]; 
	public Texture perfectShot; 


	private Renderer rend;
	private bool restart;
	private int restartSpeed; 



	void Start (){
		StartCoroutine(WaitBeforeRestart()); 
		restart = false;
		InvokeRepeating ("BringingMyRandom", 1, 2); 
		restartSpeed = 0;
	}

	void Update (){
		if (Input.GetKeyDown(KeyCode.Mouse0))			
		{
			CancelInvoke ("BringingMyRandom");
			rend.material.mainTexture = perfectShot; 
			restart = true;
		}
		



		if (restart) {
			restartSpeed++;
		}
			
		if (restartSpeed >= 100) { 
			SceneManager.LoadScene ("First Level");
		}
	}

	IEnumerator WaitBeforeRestart () {
		yield return new WaitUntil(() => restartSpeed >= 100);	
	}

	void MyMousePress () {
		if (Input.GetKeyDown(KeyCode.Mouse0))			
		{
			CancelInvoke ("BringingMyRandom");
			rend.material.mainTexture = perfectShot; 
			restart = true;
		}
	}

	void BringingMyRandom (){
		number = Random.Range (0, 11);
		number %= faces.Length;
		rend = GetComponent<Renderer> ();
		rend.material.mainTexture = faces [number];
	}
}

I cleared the previous history on this question and re-evaluated it. As previously stated, I do not know how you have your game set up. But let me assume the following

  1. You have a single renderer
  2. You have the generarate random images every 2 seconds and set the renderer to the generated image
  3. When the player clicks on the image you want to determine if the player clicked a good guy or bad guy and act accordingly

Given that you can do this

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
 
public class ShootingGallery : MonoBehaviour
{
    // this is the value genrated in BringingMyRandom()
    // and will be  compared against on mouse down
    public int currentFaceIndex = -1;

    public List<Texture> faces = new List<Texture>();
    public Texture perfectShot;
 
    private Renderer rend;
    private bool restart;
    private int restartSpeed;

    void Start ()
    {
        StartCoroutine(WaitBeforeRestart());
        restart = false;
        InvokeRepeating ("BringingMyRandom", 1, 2);
        restartSpeed = 0;
        if (GetComponent<Renderer> () != null)
        {
            rend = GetComponent<Renderer> ();
        }
    }
 
    void Update ()
    {
        if (Input.GetKeyDown(KeyCode.Mouse0))            
        {
            CancelInvoke ("BringingMyRandom");
            if (rend != null)
            {
                rend.material.mainTexture = perfectShot;
            }
            restart = true;

//            if (currentFaceIndex == 9)
            if (currentFaceIndex > 9)
            {
                Debug.Log ("you lost");
            }
            else 
            {
                Debug.Log ("you win");
            }
        }
 
        if (restart)
        {
            restartSpeed++;
        }
 
        if (restartSpeed >= 100)
        {
            SceneManager.LoadScene ("First Level");
        }
    }
 
    IEnumerator WaitBeforeRestart ()
    {
        yield return new WaitUntil(() => restartSpeed >= 100);
    }
 
    void BringingMyRandom ()
    {
        if ((faces.Count > 0) && (rend != null))
        {
            // Random.Range using int will return min to (max - 1)
            // so if you have 11 textures the range will be 0 - 10
            currentFaceIndex = Random.Range (0, faces.Count);
            
            // currentFaceIndex is the random image selected when the user pressed the mouse button
            // this is what we can compare against
            rend.material.mainTexture = faces [currentFaceIndex];
        }
    }
}