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80 lines
1.9 KiB
C#

4 years ago
using System;
using System.Collections;
using UnityEngine;
// Token: 0x02000003 RID: 3
public class effect_sample_main : MonoBehaviour
{
// Token: 0x06000006 RID: 6 RVA: 0x00002138 File Offset: 0x00000338
private IEnumerator Start()
{
this.idx = 0;
yield return base.StartCoroutine(this.loadAssetBundle());
GameObject panel = GameObject.Find("Panel");
panel.renderer.material.mainTexture = this.fromTex;
for (;;)
{
EffectManager.Init(this.ManageEffects[this.idx], this.transTime, panel.renderer, this.fromTex, this.toTex);
yield return new WaitForSeconds(1f);
yield return base.StartCoroutine(EffectManager.StartEffect());
this.idx++;
this.idx = (this.idx + this.ManageEffects.Length) % this.ManageEffects.Length;
}
yield break;
}
// Token: 0x06000007 RID: 7 RVA: 0x00002154 File Offset: 0x00000354
private IEnumerator loadAssetBundle()
{
for (int i = 0; i < 2; i++)
{
string fname = string.Empty;
if (i == 0)
{
fname = "bg_001_map_a";
}
else
{
fname = "bg_003_hmap_a";
}
string abname = Pathing.ToPlatformAssetBundleName(fname);
WWW www = new WWW(Pathing.appContentDataPath + "/bytes/event/bgimage/" + abname);
yield return www;
AssetBundle ab = www.assetBundle;
TextAsset ta = ab.mainAsset as TextAsset;
Texture2D tex = new Texture2D(0, 0, TextureFormat.RGBA32, false, true);
tex.LoadImage(ta.bytes);
tex.wrapMode = TextureWrapMode.Clamp;
ab.Unload(true);
www.Dispose();
if (i == 0)
{
this.fromTex = tex;
}
else
{
this.toTex = tex;
}
}
yield break;
}
// Token: 0x04000001 RID: 1
private int idx;
// Token: 0x04000002 RID: 2
public string[] ManageEffects;
// Token: 0x04000003 RID: 3
public int transTime = 2000;
// Token: 0x04000004 RID: 4
public TextMesh tm;
// Token: 0x04000005 RID: 5
private Texture2D fromTex;
// Token: 0x04000006 RID: 6
private Texture2D toTex;
}