using System;
using UnityEngine;

public class TestColorChange : MonoBehaviour
{
	private void Start()
	{
		this.m_test_stats = new ColorPalette.Status();
		Renderer component = base.transform.GetComponent<Renderer>();
		Texture2D texture2D = component.material.mainTexture as Texture2D;
		this.m_new_tex = new Texture2D(texture2D.width, texture2D.height, TextureFormat.RGBA32, false, true);
		this.m_bySrcColor = UTY.GetPixelArray(texture2D);
		component.material.mainTexture = this.m_new_tex;
	}

	private void Update()
	{
		this.m_test_stats.base_color.hue = this.main_hue;
		this.m_test_stats.base_color.sat = this.main_sat;
		this.m_test_stats.base_color.brightness = this.main_brightness;
		this.m_test_stats.base_color.contrast = this.main_contrast;
		this.m_test_stats.shadow_color.hue = this.shadow_hue;
		this.m_test_stats.shadow_color.sat = this.shadow_sat;
		this.m_test_stats.shadow_color.brightness = this.shadow_brightness;
		this.m_test_stats.shadow_color.contrast = this.shadow_contrast;
		this.m_test_stats.shadow_threshold = this.shadow_threshold;
		UTY.ConvertColor(this.m_test_stats, this.m_bySrcColor, ref this.m_new_tex);
		this.main_hue = this.m_test_stats.base_color.hue;
		this.main_sat = this.m_test_stats.base_color.sat;
		this.main_brightness = this.m_test_stats.base_color.brightness;
		this.main_contrast = this.m_test_stats.base_color.contrast;
		this.shadow_hue = this.m_test_stats.shadow_color.hue;
		this.shadow_sat = this.m_test_stats.shadow_color.sat;
		this.shadow_brightness = this.m_test_stats.shadow_color.brightness;
		this.shadow_contrast = this.m_test_stats.shadow_color.contrast;
		this.shadow_threshold = this.m_test_stats.shadow_threshold;
	}

	public int main_hue;

	public int main_sat = 128;

	public int main_brightness = 260;

	public int main_contrast = 128;

	public int shadow_threshold = 128;

	public int shadow_hue = 128;

	public int shadow_sat = 128;

	public int shadow_brightness = 260;

	public int shadow_contrast = 128;

	private ColorPalette.Status m_test_stats;

	private byte[] m_bySrcColor;

	private Texture2D m_new_tex;
}
