Instantiating Multiple GameObjects

Hi!
I am currently working at a card game and I have a very awkward problem. I am Instantiating multiple GameObjects:

for (int i = 0; i < numEnemy; i++)
            {
                CurrEnemy *= new Enemy();*

CurrEnemy = Storage.EnemyTypes[Storage.en[x].enemies*];*
CurrEnemy*.copy = (GameObject)Instantiate(enemyEmpty, Spawn.transform);*
CurrEnemy_.copy.transform.GetChild(0).GetComponent().sprite = CurrEnemy*.imagine;_
_CurrEnemy.copy.transform.tag = “” + i;_
_CurrEnemy.refresh();
}
But when I try to change the outline of them in this function:
public static void outline(float d)
{
for(int i = 0; i<numEnemy; i++)
{_

_CurrEnemy.copy.transform.GetChild(0).GetComponent().effectColor = new Color(0.98f, 1f, 0f, d);_
_CurrEnemy.copy.GetComponent().interactable = (d==1 ? true : false);
}
}*

Only one GameObject changes. I’ve also tried using copy.SetActive(false) but there was still only one Object disappearing.
Thanks in advance!_

im just guessing here but try to see what happens if:
public static void outline(float d)

is NOT static

I have noticed that if i delete this line

CurrEnemy _= Storage.EnemyTypes[Storage.en[x].enemies*];*_

everything works just fine but my class doesn’t get the other variables in it updated.
Why is it that it doesn’t work?

imagenes tristes de mujeres

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