Load PNG images to array and use as textures

I’ve been attempting to use PNG images as textures in Unity, when I use only one or two its easy to drag and drop them in the inspector. In my current project I have over 300 images which I am trying to load into an array, I then want to change the texture each time round the update so it appears like a video.

Here is what I have so far:

using UnityEngine;
using System.Collections;

public class ChangeImage : MonoBehaviour {

public Texture[] frames;
public int CurrentFrame;
public object[] images;

void OnMouseDown() {
    if (GlobalVar.PlayClip == false){
        GlobalVar.PlayClip = true;          
    } else {
        GlobalVar.PlayClip = false;         
    }
}   

public void Start() {

    images = Resources.LoadAll("Frames");

    for (int i = 0; i < images.Length; i++){
        Texture2D texImage = (Texture2D) images*;*

frames = texImage;
}
}
// Update is called once per frame
void Update () {
if(GlobalVar.PlayClip == true){
CurrentFrame++;
CurrentFrame %= frames.Length;
GetComponent().material.mainTexture = frames[CurrentFrame];
}
}
}
I have been attempting to load the images into an object array convert them to textures then output to a texture array. Does anyone know where I am going wrong with this it does not seem to give any errors but the texture is not changing?
I know this is probably not the most efficient way to do this but it is one of the best ways to suit my needs.
Any advice is much appreciated
Thanks

I managed to fix the problem eventually, the problem seemed to be the loading of assets was not working correctly and this was why the frame was not changing. I also changed the name of the folder containing the images from “Frames” to “Resources”. Here is the completed code for anyone else who needs it:

using UnityEngine;
using System.Collections;

public class ChangeImage : MonoBehaviour {

public Texture[] frames;
public int CurrentFrame;

    void OnMouseDown() {
        if (GlobalVar.PlayClip == false){
            GlobalVar.PlayClip = true;          
        } else {
            GlobalVar.PlayClip = false;         
        }
    }   

    public void Start() {
        frames = Resources.LoadAll<Texture>("");
    }

    // Update is called once per frame
    void Update () {
        if(GlobalVar.PlayClip == true){
                CurrentFrame %= frames.Length;
                CurrentFrame++;
                Debug.Log ("Current Frame is " + CurrentFrame);
                GetComponent<Renderer>().material.mainTexture = frames[CurrentFrame];               
            }

        }

}

The code is limited, in my case I had a very large array of images (over 300) and the program appeared to freeze at runtime for around 20 seconds while the images loaded. For small arrays though it should work well