protected void GetAnimData(Texture mainTex, DrawTechnique tech, bool smoothShaderInput, out Rect uvRect, out Rect uvRectNext)
{
this.UpdateVisibleFrames();
if (mainTex != null)
{
mainTex.LookupAtlas(this.curAnimFrame, out uvRect);
if (smoothShaderInput)
mainTex.LookupAtlas(this.nextAnimFrame, out uvRectNext);
else
uvRectNext = uvRect;
}
else if (mainTex != null)
uvRect = uvRectNext = new Rect(mainTex.UVRatio.X, mainTex.UVRatio.Y);
else
uvRect = uvRectNext = new Rect(1.0f, 1.0f);
}