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fix: rendering issues when playing with opening a prefab stage
close #345
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@@ -17,11 +17,15 @@ namespace Coffee.UIParticleInternal
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Type.GetType("UnityEditor.Experimental.U2D.SpriteEditorExtension, UnityEditor")
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?? Type.GetType("UnityEditor.U2D.SpriteEditorExtension, UnityEditor");
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private static readonly MethodInfo s_GetActiveAtlasTextureMethod = s_SpriteEditorExtensionType
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.GetMethod("GetActiveAtlasTexture", BindingFlags.Static | BindingFlags.NonPublic);
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private static readonly Func<Sprite, Texture2D> s_GetActiveAtlasTextureMethod =
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(Func<Sprite, Texture2D>)Delegate.CreateDelegate(typeof(Func<Sprite, Texture2D>),
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s_SpriteEditorExtensionType
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.GetMethod("GetActiveAtlasTexture", BindingFlags.Static | BindingFlags.NonPublic));
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private static readonly MethodInfo s_GetActiveAtlasMethod = s_SpriteEditorExtensionType
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.GetMethod("GetActiveAtlas", BindingFlags.Static | BindingFlags.NonPublic);
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private static readonly Func<Sprite, SpriteAtlas> s_GetActiveAtlasMethod =
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(Func<Sprite, SpriteAtlas>)Delegate.CreateDelegate(typeof(Func<Sprite, SpriteAtlas>),
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s_SpriteEditorExtensionType
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.GetMethod("GetActiveAtlas", BindingFlags.Static | BindingFlags.NonPublic));
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/// <summary>
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/// Get the actual texture of a sprite in play mode or edit mode.
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@@ -30,9 +34,7 @@ namespace Coffee.UIParticleInternal
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{
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if (!self) return null;
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if (Application.isPlaying) return self.texture;
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var ret = s_GetActiveAtlasTextureMethod.Invoke(null, new object[] { self }) as Texture2D;
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var ret = s_GetActiveAtlasTextureMethod(self);
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return ret ? ret : self.texture;
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}
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@@ -43,7 +45,7 @@ namespace Coffee.UIParticleInternal
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{
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if (!self) return null;
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return s_GetActiveAtlasMethod.Invoke(null, new object[] { self }) as SpriteAtlas;
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return s_GetActiveAtlasMethod(self);
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}
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#else
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/// <summary>
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