public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV)
{
int num = InternalMeshUtil.CalcTriangleCount(src);
int length = triUV.Length;
if (length != (3 * num))
{
Debug.LogError(string.Concat(new object[] { "mesh contains ", num, " triangles but ", length, " uvs are provided" }));
}
else
{
SetPerTriangleUV2NoCheck(src, triUV);
}
}