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