Vector3 AnchorOffsetToVector3(TextfxTextAnchor anchor)
        {
            Vector3 anchor_vec = Vector3.zero;

            if (anchor == TextfxTextAnchor.UpperRight || anchor == TextfxTextAnchor.MiddleRight || anchor == TextfxTextAnchor.LowerRight || anchor == TextfxTextAnchor.BaselineRight)
            {
                anchor_vec.x = 1;
            }
            else if (anchor == TextfxTextAnchor.UpperCenter || anchor == TextfxTextAnchor.MiddleCenter || anchor == TextfxTextAnchor.LowerCenter || anchor == TextfxTextAnchor.BaselineCenter)
            {
                anchor_vec.x = 0.5f;
            }

            // handle letter anchor y-offset
            if (anchor == TextfxTextAnchor.MiddleLeft || anchor == TextfxTextAnchor.MiddleCenter || anchor == TextfxTextAnchor.MiddleRight)
            {
                anchor_vec.y = 0.5f;
            }
            else if (anchor == TextfxTextAnchor.LowerLeft || anchor == TextfxTextAnchor.LowerCenter || anchor == TextfxTextAnchor.LowerRight)
            {
                anchor_vec.y = 1;
            }
            return(anchor_vec);
        }
	private Vector3 AnchorOffsetToVector3(TextfxTextAnchor anchor)
	{
		var anchor_vec = Vector3.zero;
		if (anchor == TextfxTextAnchor.UpperRight || anchor == TextfxTextAnchor.MiddleRight || anchor == TextfxTextAnchor.LowerRight || anchor == TextfxTextAnchor.BaselineRight)
			anchor_vec.x = 1;
		else if (anchor == TextfxTextAnchor.UpperCenter || anchor == TextfxTextAnchor.MiddleCenter || anchor == TextfxTextAnchor.LowerCenter || anchor == TextfxTextAnchor.BaselineCenter)
			anchor_vec.x = 0.5f;

		// handle letter anchor y-offset
		if (anchor == TextfxTextAnchor.MiddleLeft || anchor == TextfxTextAnchor.MiddleCenter || anchor == TextfxTextAnchor.MiddleRight)
			anchor_vec.y = 0.5f;
		else if (anchor == TextfxTextAnchor.LowerLeft || anchor == TextfxTextAnchor.LowerCenter || anchor == TextfxTextAnchor.LowerRight)
			anchor_vec.y = 1;
		return anchor_vec;
	}