public void RotateTowards(Vector3 target)
        {
            var vectorToTarget = target - CanvasHelper.InverseTransformPoint(rectTransform.position);
            var angle          = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg;
            var q = Quaternion.AngleAxis(angle, Vector3.forward);

            transform.rotation = q;
        }
 public Vector2 GetScreenPosition()
 {
     return(CanvasHelper.InverseTransformPoint(rectTransform.position));
 }