Show gameobject on tap hide on untap using arrays

Hi.

I am building an Trophy area for my game and I am looking for some help. I am trying to achieve the following:

When tap an image show the description and when this image is untaped hide the description

I created the Trophies.cs and attached it to the scene.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Trophies : MonoBehaviour
{
  
    public GameObject[] TrophiesImages;
    public GameObject[] TrophiesDescription;
  
    void Start()
    {
        for (int i = 0; i < TrophiesDescription.Length; i++)
        {
            TrophiesDescription*.SetActive(true);*

}
}
}
But how to create a dinamic code to auto control the action without doing it one by one? I was thinking about in doing one action for each trophy and do SetActive to true and falseā€¦ but I would like some light in doing it dinamicaly.
Thanks.

Supposing the trophies are UI elements:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class Trophies : MonoBehaviour
{
    public GameObject[] TrophiesImages;
    public GameObject[] TrophiesDescription;

    void Start()
    {
        for ( int i = 0 ; i < TrophiesDescription.Length ; i++ )
        {
            AddEventTrigger( TrophiesImages_, TrophiesDescription *);*_

TrophiesDescription*.SetActive( false );*
}
}

private void AddEventTrigger( GameObject trophy, GameObject description )
{
EventTrigger trigger = trophy.AddComponent();

// Pointer down => show
EventTrigger.Entry pointerDownEntry = new EventTrigger.Entry();
pointerDownEntry.eventID = EventTriggerType.PointerDown;
pointerDownEntry.callback.AddListener( data => ShowDescription( description ) );
trigger.triggers.Add( pointerDownEntry );

// Pointer up => hide
EventTrigger.Entry pointerUpEntry = new EventTrigger.Entry();
pointerUpEntry.eventID = EventTriggerType.PointerUp;
pointerUpEntry.callback.AddListener( data => HideDescription( description ) );
trigger.triggers.Add( pointerUpEntry );
}

private void ShowDescription( GameObject description )
{
for ( int i = 0 ; i < TrophiesDescription.Length ; ++i )
TrophiesDescription*.SetActive( false );*

description.SetActive( true );
}

private void HideDescription( GameObject description )
{
description.SetActive( false );
}
}