using System; using System.Collections.Generic; namespace UnityEngine.UI { // Token: 0x020000AD RID: 173 [AddComponentMenu("UI/Effects/Outline", 15)] public class Outline : Shadow { // Token: 0x06000622 RID: 1570 RVA: 0x0001E967 File Offset: 0x0001CD67 protected Outline() { } // Token: 0x06000623 RID: 1571 RVA: 0x0001E970 File Offset: 0x0001CD70 public override void ModifyMesh(VertexHelper vh) { if (this.IsActive()) { List list = ListPool.Get(); vh.GetUIVertexStream(list); int num = list.Count * 5; if (list.Capacity < num) { list.Capacity = num; } int num2 = 0; int num3 = list.Count; base.ApplyShadowZeroAlloc(list, base.effectColor, num2, list.Count, base.effectDistance.x, base.effectDistance.y); num2 = num3; num3 = list.Count; base.ApplyShadowZeroAlloc(list, base.effectColor, num2, list.Count, base.effectDistance.x, -base.effectDistance.y); num2 = num3; num3 = list.Count; base.ApplyShadowZeroAlloc(list, base.effectColor, num2, list.Count, -base.effectDistance.x, base.effectDistance.y); num2 = num3; num3 = list.Count; base.ApplyShadowZeroAlloc(list, base.effectColor, num2, list.Count, -base.effectDistance.x, -base.effectDistance.y); vh.Clear(); vh.AddUIVertexTriangleStream(list); ListPool.Release(list); } } } }