protected virtual float LocalToValue (Vector2 localPos)
{
if (mFG != null)
{
Vector3[] corners = mFG.localCorners;
Vector3 size = (corners[2] - corners[0]);
if (isHorizontal)
{
float diff = (localPos.x - corners[0].x) / size.x;
return isInverted ? 1f - diff : diff;
}
else
{
float diff = (localPos.y - corners[0].y) / size.y;
return isInverted ? 1f - diff : diff;
}
}
return value;
}