protected Vector2 ApplyOffset (BetterList<Vector3> verts, int start)
{
Vector2 po = pivotOffset;
float fx = Mathf.Lerp(0f, -mWidth, po.x);
float fy = Mathf.Lerp(mHeight, 0f, po.y) + Mathf.Lerp((mCalculatedSize.y - mHeight), 0f, po.y);
fx = Mathf.Round(fx);
fy = Mathf.Round(fy);
#if UNITY_FLASH
for (int i = start; i < verts.size; ++i)
{
Vector3 buff = verts.buffer[i];
buff.x += fx;
buff.y += fy;
verts.buffer[i] = buff;
}
#else
for (int i = start; i < verts.size; ++i)
{
verts.buffer[i].x += fx;
verts.buffer[i].y += fy;
}
#endif
return new Vector2(fx, fy);
}