set => _Accessor[index] = new Vector3(value.X, value.Y, value.Z);
public static Vector4D ToVector4D(this in Point3D value, double w) => new Vector4D(value.X, value.Y, value.Z, w);
set => _Accessor[index] = new Vector2(value.X, value.Y);
LocalStartPoint = new Point(value.X, value.Y);
return(new RawRectangleF(value.X, value.Y, value.Width, value.Height));
set => SetMousePosition(value.X, value.Y);
return(new ImVec4(value.X, value.Y, value.Z, value.W));
return(new Vector4D(value.X, value.Y, z, w));
Transform.SetPosition(value.X, value.Y);
set => SetPosition(value.X, value.Y);
set => lastCheckpoint = new Vector2(value.X, value.Y);
set => Pos4 = new Vector4(value.X, value.Y, 0, 1.0f);
SetValueVec2(value.X, value.Y);
set => new Point(value.X, value.Y);
set => _Accessor[index] = new Quaternion(value.X, value.Y, value.Z, value.W);
set => GetComponent <NativePlayerObject>().SetPlayerObjectRot(value.X, value.Y, value.Z);
set => GetComponent <NativeObject>().SetObjectRot(value.X, value.Y, value.Z);
set => _setPos(value.X, value.Y, value.Z);
Position = new Vector2(value.X, value.Y);
BoundingRectangle.Position = new Vector2(value.X - BoundingRectangle.Size.Width * 0.5f,
return(new ImVec2(value.X, value.Y));
set => SetCursorPos(value.X, value.Y);