set => _Accessor[index] = new Vector3(value.X, value.Y, value.Z);
Exemple #2
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 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);
Exemple #4
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 LocalStartPoint = new Point(value.X, value.Y);
Exemple #5
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 return(new RawRectangleF(value.X, value.Y, value.Width, value.Height));
Exemple #6
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 set => SetMousePosition(value.X, value.Y);
Exemple #7
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 return(new ImVec4(value.X, value.Y, value.Z, value.W));
Exemple #8
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 return(new Vector4D(value.X, value.Y, z, w));
Exemple #9
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 Transform.SetPosition(value.X, value.Y);
 set => SetPosition(value.X, value.Y);
Exemple #11
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 set => lastCheckpoint = new Vector2(value.X, value.Y);
Exemple #12
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 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);
Exemple #16
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 set => GetComponent <NativePlayerObject>().SetPlayerObjectRot(value.X, value.Y, value.Z);
Exemple #17
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 set => GetComponent <NativeObject>().SetObjectRot(value.X, value.Y, value.Z);
Exemple #18
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 set => _setPos(value.X, value.Y, value.Z);
Exemple #19
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 Position = new Vector2(value.X, value.Y);
Exemple #20
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 BoundingRectangle.Position = new Vector2(value.X - BoundingRectangle.Size.Width * 0.5f,
Exemple #21
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 return(new ImVec2(value.X, value.Y));
 set => SetCursorPos(value.X, value.Y);