initiate Imagebuttons in loop

Hello, i have a prefab which is an image and creates a map in a loop and i want to attach a click receiver.
Right now it looks like this (this is not the complete code just a part to give you an idea)

for (int y = 0; y < resolutiony; y = y + 1)
{
for (int x = 0; x < resolutionx; x = x + 1)
{
if (modus == 2) { displaymap(i, x, y); }
private void displaymap(int i, int x, int y) {
Sprite mysprite = UnityEngine.Resources.Load("Tiles/" + str(tiname));
GameObject o = Object.Instantiate(hexbasetile);
o.GetComponent().sprite = mysprite;
o.transform.localPosition = new Vector2(((x * xbase)+xdbase), (y * ybase));

Now i want to attach something like this:
On Click call beenclicked(o);

private void beenclicked(GameObject o){

The tutorials on this are extremely thin.
How can i do this from code side?

Please provide me some example code or
a link! : with instructions only i will
not be able to do much. The Essential question is how can i execute a function from a button

Well, the easiest way would be to have a UI Button attached to your prefab. Then you can retrieve it in your script with a simple GetComponent() call, and listen to its OnClick UnityEvent.

// Get your prefab's button
Button b = o.GetComponent<Button>();
// Assign your sprite to the button as its graphic component
b.image = mysprite;

// Add a listener to your button's OnClick UnityEvent
b.OnClick.AddListener(myCallback);

void myCallback() 
{
  //Called whenever b is clicked
}

Alternatively, you could also attach a script to your prefab that raises an event whenever it detects a click, with

UnityEvent onClick = new UnityEvent();

if ( Input.GetMouseButtonDown(0) )
{
  onClick.Invoke();
}

And add a listener to yourscript.onClick in the same manner.

If you’re not familiar with UnityEvents, check the manual.