How to loop to check if different objects are null?

I have multiple Images in one script and an array of sprites in another. I assign each image a specific sprite if a specific controller is connected. If I don’t have an image on the script I attach on the game object, it gives me errors about object not in scene.

So im still learning unity and C#, and this is what I have now, and it works. Just wondering if there’s a cleaner way to do this null check with a loop, which kind of loop and how?

Thanks in advance!

public GameManager gameManager;
public UIMananger uIMananger;
public Image[] moveImg;
public Image RunImg;
public Image jumpImg;
public Image mainAttackImg;
public Image secondAttackImg;
public Image PauseImg;
public Image SelectImg;
public Image recenterCameraImg;
public Image showUiImg;
public Image chaosTestImg;
public Image firstPersonCameraImg;
public Image EnterImg;
public Image BackImg;

void Update()
    {
        if (gameManager.UsingXboxController)
        {
            XboxMap();
        }
    }

public void XboxMap()
    {
        if (moveImg[0] != null)
        {
            moveImg[0].sprite = uIMananger.controllerButtons[10];
        }

        if (moveImg[1] != null)
        {
            moveImg[1].sprite = uIMananger.controllerButtons[11];
        }

        if (moveImg[2] != null)
        {
            moveImg[2].sprite = uIMananger.controllerButtons[12];
        }

        if (moveImg[3] != null)
        {
            moveImg[3].sprite = uIMananger.controllerButtons[13];
        }

        if (RunImg != null)
        {
            RunImg.sprite = uIMananger.controllerButtons[3];
        }

        if (jumpImg != null)
        {
            jumpImg.sprite = uIMananger.controllerButtons[0]; ;
        }

        if (mainAttackImg != null)
        {
            mainAttackImg.sprite = uIMananger.controllerButtons[2];
        }

        if (secondAttackImg != null)
        {
            secondAttackImg.sprite = uIMananger.controllerButtons[1];
        }

        if (PauseImg != null)
        {
            PauseImg.sprite = uIMananger.controllerButtons[22];
        }

        if (SelectImg != null)
        {
            SelectImg.sprite = uIMananger.controllerButtons[23];
        }

        if (recenterCameraImg != null)
        {
            recenterCameraImg.sprite = uIMananger.controllerButtons[6];
        }

        if (showUiImg != null)
        {
            showUiImg.sprite = uIMananger.controllerButtons[5];
        }

        if (chaosTestImg != null)
        {
            chaosTestImg.sprite = uIMananger.controllerButtons[18];
        }

        if (firstPersonCameraImg != null)
        {
            firstPersonCameraImg.sprite = uIMananger.controllerButtons[8];
        }

        if (EnterImg != null)
        {
            EnterImg.sprite = uIMananger.controllerButtons[0];
        }

        if (BackImg != null)
        {
            BackImg.sprite = uIMananger.controllerButtons[1];
        }

    }

Regarding your question,

You can always do something like this.

First, make a public list or an array with all the images in the same order as the controllerbuttons and assign them via inspector;

then something like::

for (i=0, i<List.count, i++)
{
  if (ListOfImages *!= null)*

{
ListOfImages*.sprite = uIMananger.controllerButtons*
}
}