pg = pg or {} slot0 = pg slot0.ShaderMgr = singletonClass("ShaderMgr") slot1 = slot0.ShaderMgr function slot0.ShaderMgr.Init(slot0, slot1) print("initializing shader manager...") ResourceMgr.Inst:loadAssetBundleAsync("shader", function (slot0) uv0.shaders = slot0 uv1() end) end function slot1.LoadShader(slot0, slot1, slot2, slot3) if slot2 then ResourceMgr.Inst:LoadAssetAsync(slot0.shaders, slot1, typeof(Shader), UnityEngine.Events.UnityAction_UnityEngine_Object(function (slot0) uv0(slot0) end), true, false) else slot3(ResourceMgr.Inst:LoadAssetSync(slot0.shaders, slot1, typeof(Shader), true, false)) end end function slot1.SetSpineUIOutline(slot0, slot1, slot2) slot0:LoadShader("Unlit-Colored_Alpha_UI_Outline", false, function (slot0) slot2 = Material.New(slot0) slot2:SetColor("_OutlineColor", uv1) slot2:SetFloat("_OutlineWidth", 5.75) slot2:SetFloat("_ThresholdEnd", 0.2) GetComponent(uv0, "SkeletonGraphic").material = slot2 end) end function slot1.DelSpineUIOutline(slot0, slot1) GetComponent(slot1, "SkeletonGraphic").material = nil end