How to have numbers correspond to which images are displayed?

I have a dice roll screen has seen below. Inside the script for this scene is a random number generator that creates these numbers. What I am trying to achieve is whenever for example “3” is generated it will display the image of a dice with side 3. How would I go about doing this if I have the necessary assets already?
Here is the code for the dice roll script:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;

public class GenerateDice : MonoBehaviour
{

    public GameObject TextBox0;
    public GameObject TextBox1;
    public GameObject TextBox2;
    public GameObject TextBox3;
    public GameObject TextBox4;
    public GameObject TextBox5;
    public int n0;
    public int n1;
    public int n2;
    public int n3;
    public int n4;
    public int n5;
    public int count = 0;
    public string choices;
    public GameObject[] textboxes = new GameObject[6];
    public int kept;


    public void Roll()
    {
        choices = GetInput.text;
        Debug.Log(choices);
        Debug.Log(choices.Length);
        Debug.Log(count);
        char[] charArr = choices.ToCharArray();
        int[] status = Array.ConvertAll(charArr, c => (int)Char.GetNumericValue(c));
        //for (int i = 0; i < status.Length; i++)
        //{
        //    Debug.Log(status[i]);
        //}
        //Debug.Log("all choices shown");
        textboxes[0] = TextBox0;
        textboxes[1] = TextBox1;
        textboxes[2] = TextBox2;
        textboxes[3] = TextBox3;
        textboxes[4] = TextBox4;
        textboxes[5] = TextBox5;

        // the player is out of re rolls
        if (count >= 3)
        {
            Debug.Log("you have used all of your re rolls, dice resolved");
        }

        // if the player still has re rolls left
        else
        {
           
            if (choices.Length > 0) // if status has any contents then they chose items to re roll
            {
                kept = 1;
            }

            if (kept == 1) // if they chose to re roll
            {
                for (int i = 0; i < choices.Length; i++)
                {
                    int number = Random.Range(1, 9);
                    //Debug.Log(choices[i]);
                    //Debug.Log(textboxes.Length);
                    //Debug.Log(textboxes[choices[i]]);
                    textboxes[status[i]].GetComponent<Text>().text = "" + number;
                   
                }
                count++;
                kept = 0;

            }

            else
            {
                n0 = Random.Range(1, 9);
                n1 = Random.Range(1, 9);
                n2 = Random.Range(1, 9);
                n3 = Random.Range(1, 9);
                n4 = Random.Range(1, 9);
                n5 = Random.Range(1, 9);
                TextBox0.GetComponent<Text>().text = "" + n0;
                TextBox1.GetComponent<Text>().text = "" + n1;
                TextBox2.GetComponent<Text>().text = "" + n2;
                TextBox3.GetComponent<Text>().text = "" + n3;
                TextBox4.GetComponent<Text>().text = "" + n4;
                TextBox5.GetComponent<Text>().text = "" + n5;
                count += 1;
            }

        }

    }


}

You could add an StringArray With the Path of the image. Then Create an Image with the Path.

int Number = 1;
string[] = Eyes = {
Path_1_Eye;
Path_2_Eyes;
Path_3_Eyes;
Path_4_Eyes;
Path_5_Eyes;
Path_6_Eyes;
};

string CurrentPath = Eyes[Number-1];

// now give Path to Image

I think this should do it

Sorry Im still kind of new to Unity, when you say path do you mean the file path of where the image is?

Exactly

I’m quite new as well but I think it should do the job