static private Rect GetCurrentRect(bool screenSpace, Rect clampArea, Vector2 startPoint, Vector2 endPoint) { Rect r = EditorGUIExt.FromToRect(Handles.inverseMatrix.MultiplyPoint(startPoint), Handles.inverseMatrix.MultiplyPoint(endPoint)); r = SpriteEditorUtility.ClampedRect(SpriteEditorUtility.RoundToInt(r), clampArea, false); if (screenSpace) { Vector2 topleft = Handles.matrix.MultiplyPoint(new Vector2(r.xMin, r.yMin)); Vector2 bottomright = Handles.matrix.MultiplyPoint(new Vector2(r.xMax, r.yMax)); r = new Rect(topleft.x, topleft.y, bottomright.x - topleft.x, bottomright.y - topleft.y); } return(r); }