alignToScreen

    public enum EAlign { TopLeft, Top, TopRight, Left, Center, Right, BottomLeft, Bottom, BottomRight }

    static void alignToScreen(EAlign side, Camera uiCamera, Transform trans, Vector2 pixelOffset = default(Vector2), Vector2 relativeOffset = default(Vector2))
    {
        var rect = uiCamera.pixelRect;
        var cx = (rect.xMin + rect.xMax) * 0.5f;
        var cy = (rect.yMin + rect.yMax) * 0.5f;
        var v = new Vector3(cx, cy, 0f);
        if (side != EAlign.Center)
        {
            switch (side)
            {
                case EAlign.TopRight:
                case EAlign.Right:
                case EAlign.BottomRight:
                    v.x = rect.xMax;
                    break;
                case EAlign.Top:
                case EAlign.Center:
                case EAlign.Bottom:
                    v.x = cx;
                    break;
                default:
                    v.x = rect.xMin;
                    break;
            }
            switch (side)
            {
                case EAlign.TopLeft:
                case EAlign.Top:
                case EAlign.TopRight:
                    v.y = rect.yMax;
                    break;
                case EAlign.Left:
                case EAlign.Center:
                case EAlign.Right:
                    v.y = cy;
                    break;
                default:
                    v.y = rect.yMin;
                    break;
            }
        }
        v.x += pixelOffset.x + relativeOffset.x * rect.width;
        v.y += pixelOffset.y + relativeOffset.y * rect.height;
        if (uiCamera.orthographic)
        {
            v.x = Mathf.Round(v.x);
            v.y = Mathf.Round(v.y);
        }
        v.z = uiCamera.WorldToScreenPoint(trans.position).z;
        v = uiCamera.ScreenToWorldPoint(v);
        if (uiCamera.orthographic && trans.parent != default(Transform))
        {
            v = trans.parent.InverseTransformPoint(v);
            v.x = Mathf.RoundToInt(v.x);
            v.y = Mathf.RoundToInt(v.y);
            if (trans.localPosition != v) trans.localPosition = v;
        }
        else if (trans.position != v)
        {
            trans.position = v;
        }
    }

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