using System; using UnityEngine; public class StaffRollImageCtrl : MonoBehaviour { private void Awake() { if (Product.type != Product.Type.JpAdult) { UITexture component = UTY.GetChildObject(base.gameObject, "Logo", false).GetComponent(); UITexture component2 = UTY.GetChildObject(base.gameObject, "LogoDouble", false).GetComponent(); if (component != null && component2 != null) { component.mainTexture = component2.mainTexture; } } this.uiTexture.mainTexture = null; this.spriteBack.enabled = false; this.animator = base.GetComponent(); this.ReadTexture(); } private void ReadTexture() { this.m_listTexture = Resources.LoadAll("SceneStaffRoll/Texture"); this.QueTexture(0); } public void CheckChange(float progress) { int num = this.m_listTexture.Length - 1; int num2 = (int)((float)num * progress); if (num2 >= this.m_listTexture.Length) { return; } if (this.latestTexIndex != num2) { this.latestTexIndex = num2; this.QueTexture(num2); this.animator.SetTrigger("ApplyTex"); } } private void QueTexture(int index) { this.queTexture = this.m_listTexture[index]; } public void ApplyTex() { this.spriteBack.enabled = true; this.uiTexture.mainTexture = this.queTexture; } public void Finish() { this.animator.SetTrigger("End"); } private Animator animator; [SerializeField] private UITexture uiTexture; [SerializeField] private UITexture spriteBack; private Texture2D queTexture; private Texture2D[] m_listTexture; private const string LOAD_TEXTURE_PATH = "SceneStaffRoll/Texture"; private int latestTexIndex; }