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using System;
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using UnityEngine;
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namespace FX
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{
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// Token: 0x02000762 RID: 1890
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public class FX_UVAnimation : MonoBehaviour
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{
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// Token: 0x0600303F RID: 12351 RVA: 0x00102998 File Offset: 0x00102998
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public void Start()
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{
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this.thisMaterial = base.GetComponent<Renderer>().material;
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}
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// Token: 0x06003040 RID: 12352 RVA: 0x001029AC File Offset: 0x001029AC
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public void Update()
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{
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this.rate = (this.timeCount - this._timeToStart) / this._timeToGoal;
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this.rate = Mathf.Clamp(this.rate, 0f, 1f);
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this.resultUV = this._startUVOffset + (this._goalUVOffset - this._startUVOffset) * this.rate;
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this.thisMaterial.SetTextureOffset("_MainTex", this.resultUV);
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this.timeCount += Time.deltaTime;
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}
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// Token: 0x0400561D RID: 22045
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[Tooltip("アニメーション開始時のUVオフセット")]
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[SerializeField]
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private Vector2 _startUVOffset;
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// Token: 0x0400561E RID: 22046
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[Tooltip("アニメーション終了時のUVオフセット")]
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[SerializeField]
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private Vector2 _goalUVOffset;
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// Token: 0x0400561F RID: 22047
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[Tooltip("アニメーション開始までのウェイト(秒数)")]
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[SerializeField]
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private float _timeToStart;
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// Token: 0x04005620 RID: 22048
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[Tooltip("アニメーション開始から終了までの長さ(秒数)")]
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[SerializeField]
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private float _timeToGoal;
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// Token: 0x04005621 RID: 22049
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private Vector2 resultUV;
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// Token: 0x04005622 RID: 22050
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private Material thisMaterial;
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// Token: 0x04005623 RID: 22051
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private float timeCount;
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// Token: 0x04005624 RID: 22052
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private float rate;
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}
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}
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