- Vector2 screenPosition = actor.GetProperty<Vector2>(Actor::Property::SCREEN_POSITION);
- Vector3 size = actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE) * actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE);
- bool positionUsesAnchorPoint = actor.GetProperty<bool>(Actor::Property::POSITION_USES_ANCHOR_POINT);
- Vector3 anchorPointOffSet = size * (positionUsesAnchorPoint ? actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT) : AnchorPoint::TOP_LEFT);
- Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
+ Vector2 screenPosition = actor.GetProperty<Vector2>(Actor::Property::SCREEN_POSITION);
+ Vector3 size = actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE) * actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE);
+ bool positionUsesAnchorPoint = actor.GetProperty<bool>(Actor::Property::POSITION_USES_ANCHOR_POINT);
+ Vector3 anchorPointOffSet = size * (positionUsesAnchorPoint ? actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT) : AnchorPoint::TOP_LEFT);
+ Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);