예제 #1
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 set => _Accessor[index] = new Vector3(value.X, value.Y, value.Z);
예제 #2
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 public static Vector4D ToVector4D(this in Point3D value, double w) => new Vector4D(value.X, value.Y, value.Z, w);
예제 #3
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 set => _Accessor[index] = new Vector2(value.X, value.Y);
예제 #4
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 LocalStartPoint = new Point(value.X, value.Y);
예제 #5
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 return(new RawRectangleF(value.X, value.Y, value.Width, value.Height));
예제 #6
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 set => SetMousePosition(value.X, value.Y);
예제 #7
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 return(new ImVec4(value.X, value.Y, value.Z, value.W));
예제 #8
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 return(new Vector4D(value.X, value.Y, z, w));
예제 #9
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 Transform.SetPosition(value.X, value.Y);
예제 #10
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 set => SetPosition(value.X, value.Y);
예제 #11
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파일: Player.cs 프로젝트: Taydo1/Platformer
 set => lastCheckpoint = new Vector2(value.X, value.Y);
예제 #12
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 set => Pos4 = new Vector4(value.X, value.Y, 0, 1.0f);
예제 #13
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 SetValueVec2(value.X, value.Y);
예제 #14
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 set => new Point(value.X, value.Y);
예제 #15
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 set => _Accessor[index] = new Quaternion(value.X, value.Y, value.Z, value.W);
예제 #16
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 set => GetComponent <NativePlayerObject>().SetPlayerObjectRot(value.X, value.Y, value.Z);
예제 #17
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 set => GetComponent <NativeObject>().SetObjectRot(value.X, value.Y, value.Z);
예제 #18
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 set => _setPos(value.X, value.Y, value.Z);
예제 #19
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 Position = new Vector2(value.X, value.Y);
예제 #20
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 BoundingRectangle.Position = new Vector2(value.X - BoundingRectangle.Size.Width * 0.5f,
예제 #21
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 return(new ImVec2(value.X, value.Y));
예제 #22
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 set => SetCursorPos(value.X, value.Y);