mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 12:15:11 +00:00
24 lines
No EOL
1.4 KiB
C#
24 lines
No EOL
1.4 KiB
C#
/// Credit Izitmee
|
|
/// Sourced from - http://forum.unity3d.com/threads/find-anchoredposition-of-a-recttransform-relative-to-another-recttransform.330560/#post-2300992
|
|
/// Updated by Brave Michael - http://forum.unity3d.com/threads/find-anchoredposition-of-a-recttransform-relative-to-another-recttransform.330560/#post-2300992
|
|
|
|
namespace UnityEngine.UI.Extensions
|
|
{
|
|
public static class RectTransformExtension
|
|
{
|
|
/// <summary>
|
|
/// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
|
|
/// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
|
|
/// </summary>
|
|
public static Vector2 switchToRectTransform(this RectTransform from, RectTransform to)
|
|
{
|
|
Vector2 localPoint;
|
|
Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * from.pivot.x + from.rect.xMin, from.rect.height * from.pivot.y + from.rect.yMin);
|
|
Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
|
|
screenP += fromPivotDerivedOffset;
|
|
RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
|
|
Vector2 pivotDerivedOffset = new Vector2(to.rect.width * to.pivot.x + to.rect.xMin, to.rect.height * to.pivot.y + to.rect.yMin);
|
|
return to.anchoredPosition + localPoint - pivotDerivedOffset;
|
|
}
|
|
}
|
|
} |