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Editor stuff
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/// Credit Izitmee
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/// Sourced from - http://forum.unity3d.com/threads/find-anchoredposition-of-a-recttransform-relative-to-another-recttransform.330560/#post-2300992
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/// Updated by Brave Michael - http://forum.unity3d.com/threads/find-anchoredposition-of-a-recttransform-relative-to-another-recttransform.330560/#post-2300992
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namespace UnityEngine.UI.Extensions
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{
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public static class RectTransformExtension
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{
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/// <summary>
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/// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
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/// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
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/// </summary>
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public static Vector2 switchToRectTransform(this RectTransform from, RectTransform to)
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{
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Vector2 localPoint;
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Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * from.pivot.x + from.rect.xMin, from.rect.height * from.pivot.y + from.rect.yMin);
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Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
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screenP += fromPivotDerivedOffset;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
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Vector2 pivotDerivedOffset = new Vector2(to.rect.width * to.pivot.x + to.rect.xMin, to.rect.height * to.pivot.y + to.rect.yMin);
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return to.anchoredPosition + localPoint - pivotDerivedOffset;
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}
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}
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}
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