Any way to get collider2d bounds?

I am trying to limit an object’s movement to the screen via something like this:

	if (keepOnScreen) {
		if (mouseLocation.x < screen.x ) {
			mouseLocation.x = screen.x ;
			}
		else if (mouseLocation.x > screen.width) {
			mouseLocation.x = screen.width;
		}
		if (mouseLocation.y < screen.y) {
			mouseLocation.y = screen.y;
		}
		else if (mouseLocation.y > screen.height) {
			mouseLocation.y = screen.height;
		}
		transform.position = mouseLocation;
	}

This works, but of course the transform.position is the center of the object. I’d like to offset it by collision bounds. I can’t set up an invisible wall, because I’m forcing the object position via the mouse and I really don’t want to make the object move towards the mouse pointer using physics.

http://forum.unity3d.com/threads/211486-Physics2D-Bounds-and-Extents

But that will not work for complex shapes. For that, you could probably loop through PolygonCollider2D.points and record the extreme values for each direction.