UI Buttons switch cameras

I have four UI Buttons, and there are four different cameras. Is there a way I can press the UI Button to switch the Camera? One button for one camera.

using UnityEngine;

public class NewBehaviour : MonoBehaviour {
    public GameObject camera1;
    public GameObject camera2;
    public GameObject camera3;
    public GameObject camera4;
    public Texture texture;

    void Start() {
        camera1.SetActive(true);
        camera2.SetActive(false);
        camera3.SetActive(false);
        camera4.SetActive(false);        
    }

    void OnGUI() {
        if(GUI.Button(new Rect(0, 0, 100, 100), texture)) {
            camera1.SetActive(true);
            camera2.SetActive(false);
            camera3.SetActive(false);
            camera4.SetActive(false);
        }
        if(GUI.Button(new Rect(100, 0, 100, 100), texture)) {
            camera1.SetActive(false);
            camera2.SetActive(true);
            camera3.SetActive(false);
            camera4.SetActive(false);
        }
        if(GUI.Button(new Rect(200, 0, 100, 100), texture)) {
            camera1.SetActive(false);
            camera2.SetActive(false);
            camera3.SetActive(true);
            camera4.SetActive(false);
        }
        if(GUI.Button(new Rect(300, 0, 100, 100), texture)) {
            camera1.SetActive(false);
            camera2.SetActive(false);
            camera3.SetActive(false);
            camera4.SetActive(true);

        }
    }
}

It’s very simple, First select your button, next add OnClick function in the button Script (repeat this for each camera you want to active/deactive) drag the camera on One slot, in no function select GameObject → SetActive (bool) an check if you want the camera active or deactive, repeat it for the number of cameras you have

You could do a simple class called CameraManager to control it, something like:

using UnityEngine;

public class Quija_CameraManager : MonoBehaviour
{
    public GameObject[] cameras;
    public Transform[] startPoints;

    public void SetCamera(int index)
    {
        DisableAndResetCameras();
        if (index >= 0 && index <= cameras.Length - 1)
            cameras[index].SetActive(true);
    }

    private void DisableAndResetCameras()
    {
        if (cameras.Length > 0)
        {
            for (int i = 0; i < cameras.Length; i++)
            {
                cameras*.SetActive(false);*

cameras_.transform.position = startPoints*.position;
}
}
}
}
----------
CameraManager Inspector setup:
[160050-simple-camera-manager-inspector-setup.png*|160050]*

----------
UI Button Event setup:
[160051-ui-button-setup-to-control-camera-with-simple-came.png|160051]

_*