Bläddra i källkod

C# basics has been renamed to C# Beginner throughout. A lot of .cs samples have an added 'Demo' aspect for clearer indication

Jorn Theunissen 6 år sedan
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53 ändrade filer med 134 tillägg och 130 borttagningar
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      en/tutorials/csharpbasics/virtualButtons.md
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      en/tutorials/csharpbeginner/addComponent.md
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      en/tutorials/csharpbeginner/childEntities.md
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en/tutorials/csharpbasics/cloningEntities.md

@@ -1,10 +0,0 @@
-# Cloning an entity
-You can find this sample in the tutorial project: **Menu** ->  **Cloning entities** 
-
-## Explanation
-This C# basics tutorial covers how to clone an existing entity and how to add that clone to the scene. A cloned entity is an exact copy which means that the Transformd and all other components are copied to.
-
-![Cloning entities](media/cloning-entities.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\CloneEntity.cs)]

+ 0 - 10
en/tutorials/csharpbasics/deltaTime.md

@@ -1,10 +0,0 @@
-# Deltatime
-You can find this sample in the tutorial project: **Menu** ->  **Delta Time** 
-
-## Explanation
-This C# basics tutorial covers the retrieval and usage of delta time. Games updates various times per second. This is called 'Frames Per Second' or shortened to 'FPS'. If we wanted to update a timer value, we would need a value that takes into account what the current amount of frames per second is. That is what delta time is used for. So whether your game runs 30 FPS or 120 FPS: you always want to have the same time scale.
-
-![Delta time](media/deltatime.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\DeltaTime.cs)]

+ 0 - 14
en/tutorials/csharpbasics/editorProperties.md

@@ -1,14 +0,0 @@
-# Editor properties
-You can find this sample in the tutorial project: **Menu** ->  **Editor properties** 
-
-## Explanation
-This C# basics tutorial covers how to expose editor properties for Xenko game studio. By creating a public variable at the top of our script, we can create editor properties. Some of the most common properties are demonstrated.
-
-![Editor properties](media/editor-properties2.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\BasicsProperties.cs)]
-
-The code above will result in the following properties inside Xenko game studio.
-
-![Editor properties](media/editor-properties.png)

+ 0 - 10
en/tutorials/csharpbasics/entity.md

@@ -1,10 +0,0 @@
-# Getting the entity 
-You can find this sample in the tutorial project: **Menu** ->  **Getting an entity** 
-
-## Explanation
-This C# basics tutorial covers how to get the entity object. When a script is attached to an entity in the scene, we can access all properties of that Entity by using the 'Entity' property. We can for instance get the entity's name or we can check if the entity has a parent in the scene.
-
-![Getting the entity example](media/getting-the-entity.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\GettingTheEntity.cs)]

+ 0 - 16
en/tutorials/csharpbasics/getComponent.md

@@ -1,16 +0,0 @@
-# Getting a component
-You can find this sample in the tutorial project: **Menu** ->  **Getting a component** 
-
-## Explanation
-This C# basics tutorial covers how to get and remove components. Components are the of the most important concepts in Xenko. Every entity in the scene has a list of components. The transform for instance is also a component. When we make custom scripts that inherit from SyncScript or AsyncScript, they turn in to Components that we can attach to entities. Either by using the editor or by code.
-
-![Get a component](media/getting-a-component.png)
-
-## Code
-### AmmoComponent
-This is the first component that we attach to an entity. In the second script, we will try to get this AmmoComponent.
-[!code-csharp[AmmoComponent](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\AmmoComponent.cs)]
-
-### Getting A Component
-This component script, will retrieve the AmmoComponent script above and use its public method.
-[!code-csharp[GettingAComponent](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\GettingAComponent.cs)]

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en/tutorials/csharpbasics/keyboardInput.md

@@ -1,10 +0,0 @@
-# Keyboard input
-You can find this sample in the tutorial project: **Menu** ->  **Keyboard input** 
-
-## Explanation
-This C# basics tutorial covers how to handle keyboard input. We can check for the existisce of a keyboard and then we can use various methods to check if a key is pressed, held down or released.
-
-![Keyboard input](media/keyboard-input.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\KeyboardInput.cs)]

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en/tutorials/csharpbasics/mouseInput.md

@@ -1,10 +0,0 @@
-# Mouse input
-You can find this sample in the tutorial project: **Menu** ->  **Mouse input** 
-
-## Explanation
-This C# basics tutorial covers how to handle mouse input. We can check for the existance of a mouse and then we can use various methods to check if a mouse buttons are clicked, held down or released. We can also for the mouse wheel (middle mouse) being clicked. We can use the mouse wheel delta to determine if the mouse wheel has been scrolled in a frame. And finally we learn how to use the absolute mouse position to draw text at the position of the mouse on the screen.
-
-![Mouse input](media/mouse-input.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\MouseInput.cs)]

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en/tutorials/csharpbasics/removeEntity.md

@@ -1,10 +0,0 @@
-# Removing an entity
-You can find this sample in the tutorial project: **Menu** -> **Removing an entity** 
-
-## Explanation
-This C# basics tutorial covers how to get an enties children. Since those children are also entities, we can retrieve their children too.
-
-![Child entities](media/removing-entity.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\RemoveEntities.cs)]

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en/tutorials/csharpbasics/removingEntities.md

@@ -1,10 +0,0 @@
-# Removing an entity
-You can find this sample in the tutorial project: **Menu** ->  **Removing entities** 
-
-## Explanation
-This C# basics tutorial covers how to clone an existing entity and how to add that clone to the scene. A cloned entity is an exact copy which means that the Transformd and all other components are copied to.
-
-![Cloning entities](media/cloning-entities.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\CloneEntity.cs)]

+ 0 - 10
en/tutorials/csharpbasics/transformPosition.md

@@ -1,10 +0,0 @@
-# Transform position
-You can find this sample in the tutorial project: **Menu** ->  **TransformPosition** 
-
-## Explanation
-This C# basics tutorial covers the Transform component of an entity. The Transform component is such a commonly used component, that you can quick access it via 'Entity.Transform'. The transform contains all kinds properties and methods for Position, Rotation and Scale. In this example we learn the difference between local and world.
-
-![Transform position](media/transform-position.png)
-
-## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\BasicsTransformPosition.cs)]

+ 0 - 10
en/tutorials/csharpbasics/virtualButtons.md

@@ -1,10 +0,0 @@
-# Virtual buttons
-You can find this sample in the tutorial project: **Menu** ->  **Virtual buttons** 
-
-## Explanation
-This C# basics tutorial covers how to virtual buttons. Lets say that you a player to jump when a key is pressed. The spacebar is a common option, but what if a gamer wants to have a different key bind to this 'Forward' action. The answer here is the 'Virtual button'. Virtual buttons allow the mapping of 1 or more keyboard keys, mousebuttons or joystick buttons to a single 'Virtual button'. We can check for the name of that virtual button to see if any of the virtual button is triggered.
-
-![Virtual buttons](media/virtual-buttons.png)
-
-## Code
-[!code-csharp[VirtualButtons](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\VirtualButtons.cs)]

+ 4 - 4
en/tutorials/csharpbasics/addComponent.md → en/tutorials/csharpbeginner/addComponent.md

@@ -1,17 +1,17 @@
 # Adding a component
-You can find this sample in the tutorial project: **Menu** ->  **Adding a component** 
+You can find this sample in the tutorial project: **Menu** -> **Adding a component** 
 
 ## Explanation
-This C# basics tutorial covers how to add and remove components. In the previous tutorial we learned how we can retrieve components that are already attached to an entity through the editor. This tutorial shows that we can accomplish the same thing by code. We can add the same component several times to the same entity. We also learn how to remove all of components of the same type again.
+This C# Beginner tutorial covers how to add and remove components. In the previous tutorial we learned how we can retrieve components that are already attached to an entity through the editor. This tutorial shows that we can accomplish the same thing by code. We can add the same component several times to the same entity. We also learn how to remove all of components of the same type again.
 
 ![Add a component](media/adding-a-component.png)
 
 ## Code
 ### AmmoComponent
 This is the AmmoComponent. We will not attach it to the entity in the editor. Instead we will add it ourselves in the AddingAComponent script.
-[!code-csharp[AmmoComponent](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\AmmoComponent.cs)]
+[!code-csharp[AmmoComponent](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\AmmoComponent.cs)]
 
 ### Adding A Component
 This component script, will add the AmmoComponent script to the entity. We then add another component (of the same type) before we remove all components of that type.
 Finally we learn how to automatically create a component, attach it to the entity and get a reference all in 1 line of code. This only works if the entity doesn't have any components of the given attached yet.
-[!code-csharp[AddingAComponent](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\AddingAComponent.cs)]
+[!code-csharp[AddingAComponent](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\AddingAComponentDemo.cs)]

+ 1 - 1
en/tutorials/csharpbasics/childEntities.md → en/tutorials/csharpbeginner/childEntities.md

@@ -7,4 +7,4 @@ This C# basics tutorial covers how to get an enties children. Since those childr
 ![Child entities](media/child-entities.png)
 
 ## Code
-[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\C# Basics\CSharpBasics\CSharpBasics.Game\Code\ChildEntities.cs)]
+[!code-csharp[ChidleEntities](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\ChildEntitiesDemo.cs)]

+ 10 - 0
en/tutorials/csharpbeginner/cloningEntities.md

@@ -0,0 +1,10 @@
+# Cloning an entity
+You can find this sample in the tutorial project: **Menu** -> **Cloning entities** 
+
+## Explanation
+This C# Beginner tutorial covers how to clone an existing entity and how to add that clone to the scene. A cloned entity is an exact copy of an entity, which means that the Transform and all other components with their set values are copied to.
+
+![Cloning entities](media/cloning-entities.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\CloneEntityDemo.cs)]

+ 10 - 0
en/tutorials/csharpbeginner/deltaTime.md

@@ -0,0 +1,10 @@
+# Deltatime
+You can find this sample in the tutorial project: **Menu** -> **Delta Time** 
+
+## Explanation
+This C# Beginner tutorial covers the retrieval and usage of delta time. Games updates various times per second. This is called 'Frames Per Second' or shortened to 'FPS'. If we wanted to update a timer value, we would need a value that takes into account what the current amount of frames per second is. That is what delta time is used for. So whether your game runs 30 FPS or 120 FPS: you always want to have the same time scale.
+
+![Delta time](media/deltatime.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\DeltaTimeDemo.cs)]

+ 14 - 0
en/tutorials/csharpbeginner/editorProperties.md

@@ -0,0 +1,14 @@
+# Editor properties
+You can find this sample in the tutorial project: **Menu** -> **Editor properties** 
+
+## Explanation
+This C# Beginner tutorial covers how to expose editor properties for Xenko game studio. By creating a public variable at the top of our script, we can create editor properties. Some of the most common properties are demonstrated.
+
+![Editor properties](media/editor-properties2.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\PropertiesDEmo.cs)]
+
+The code above will result in the following properties inside Xenko game studio.
+
+![Editor properties](media/editor-properties.png)

+ 10 - 0
en/tutorials/csharpbeginner/entity.md

@@ -0,0 +1,10 @@
+# Getting the entity 
+You can find this sample in the tutorial project: **Menu** -> **Getting an entity** 
+
+## Explanation
+This C# Beginner tutorial covers how to get the entity object. When a script is attached to an entity in the scene, we can access all properties of that Entity by using the 'Entity' property. We can for instance get the entity's name or we can check if the entity has a parent in the scene.
+
+![Getting the entity example](media/getting-the-entity.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\GettingTheEntityDemo.cs)]

+ 16 - 0
en/tutorials/csharpbeginner/getComponent.md

@@ -0,0 +1,16 @@
+# Getting a component
+You can find this sample in the tutorial project: **Menu** ->  **Getting a component** 
+
+## Explanation
+This C# beginner tutorial covers how to get and remove components. Components are the of the most important concepts in Xenko. Every entity in the scene has a list of components. The transform for instance is also a component. When we make custom scripts that inherit from SyncScript or AsyncScript, they turn in to Components that we can attach to entities. We can attach these components to entities by using the editor or we can attach them by code.
+
+![Get a component](media/getting-a-component.png)
+
+## Code
+### AmmoComponent
+This is the first component that we attach to an entity. In the second script, we will try to get this AmmoComponent.
+[!code-csharp[AmmoComponent](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\AmmoComponent.cs)]
+
+### Getting A Component
+This component script, will retrieve the AmmoComponent script above and use its public method.
+[!code-csharp[GettingAComponent](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\GettingAComponentDemo.cs)]

+ 5 - 4
en/tutorials/csharpbasics/index.md → en/tutorials/csharpbeginner/index.md

@@ -1,8 +1,9 @@
-# C# Basics
-These tutorials cover the absolute basics of using C# when working with the Xenko game engine. Start here if you are new to Xenko or progamming. Althoug having some coding experience is useful, it is not mandatory to get started with these tutorials.
+# C# Beginner
+These tutorials cover the beginner principles of using C# when working with the Xenko game engine. Start here if you are new to Xenko or progamming. Althoug having some coding experience is useful, it is not mandatory to get started with these tutorials.
+![Editor properties](media/C#_beginner_tutorial_scene.jpg)
 
-![Editor properties](media/C#_basics_tutorial_scene.jpg)
-You can create the tutorial project by starting the Xenko launcher, choosing a new Project and selecting: Tutorial -> C# basics. Every single scene is loaded as a child scene and demonstrates a sample script. 
+You can create the C# beginner tutorial project by starting the Xenko launcher. Create a new project and select the template: Tutorials -> C# beginner. Every single scene is loaded as a child scene and demonstrates a sample script. 
+![Editor properties](media/C#_beginner_tutorial_template.jpg)
 
 
 <div class='tutorial'>

+ 10 - 0
en/tutorials/csharpbeginner/keyboardInput.md

@@ -0,0 +1,10 @@
+# Keyboard input
+You can find this sample in the tutorial project: **Menu** -> **Keyboard input** 
+
+## Explanation
+This C# Beginner tutorial covers how to handle keyboard input. We can check for the existisce of a keyboard and then we can use various methods to check if a key is pressed, held down or released.
+
+![Keyboard input](media/keyboard-input.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\KeyboardInputDemo.cs)]

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en/tutorials/csharpbeginner/media/C#_beginner_tutorial_template.jpg

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+version https://git-lfs.github.com/spec/v1
+oid sha256:c1049e17ef424064fb24668dc9f0b0e328a586878f5c6d5da24295f9e45eada9
+size 133815

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en/tutorials/csharpbasics/media/virtual-buttons_thumb.png → en/tutorials/csharpbeginner/media/virtual-buttons_thumb.png


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en/tutorials/csharpbeginner/mouseInput.md

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+# Mouse input
+You can find this sample in the tutorial project: **Menu** -> **Mouse input** 
+
+## Explanation
+This C# Beginner tutorial covers how to handle mouse input. We can check for the existance of a mouse and then we can use various methods to check if a mouse buttons are clicked, held down or released. We can also for the mouse wheel (middle mouse) being clicked. We can use the mouse wheel delta to determine if the mouse wheel has been scrolled in a frame. And finally we learn how to use the absolute mouse position to draw text at the position of the mouse on the screen.
+
+![Mouse input](media/mouse-input.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\MouseInput.cs)]

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en/tutorials/csharpbeginner/removeEntity.md

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+# Removing an entity
+You can find this sample in the tutorial project: **Menu** -> **Removing an entity** 
+
+## Explanation
+This C# Beginner tutorial covers how to get an enties children. Since those children are also entities, we can retrieve their children too.
+
+![Child entities](media/removing-entity.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\RemoveEntitiesDemo.cs)]

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en/tutorials/csharpbeginner/removingEntities.md

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+# Removing an entity
+You can find this sample in the tutorial project: **Menu** -> **Removing entities** 
+
+## Explanation
+This C# Beginner tutorial covers how to clone an existing entity and how to add that clone to the scene. A cloned entity is an exact copy which means that the Transformd and all other components are copied to.
+
+![Cloning entities](media/cloning-entities.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\CloneEntityDemo.cs)]

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en/tutorials/csharpbeginner/transformPosition.md

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+# Transform position
+You can find this sample in the tutorial project: **Menu** -> **TransformPosition** 
+
+## Explanation
+This C# Beginner tutorial covers the Transform component of an entity. The Transform component is such a commonly used component, that you can quick access it via 'Entity.Transform'. The transform contains all kinds of properties and methods for Position, Rotation and Scale. In this example we learn the difference between local and world position.
+
+![Transform position](media/transform-position.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\TransformPositionDemo.cs)]

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en/tutorials/csharpbeginner/virtualButtons.md

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+# Virtual buttons
+You can find this sample in the tutorial project: **Menu** -> **Virtual buttons** 
+
+## Explanation
+This C# Beginner tutorial covers how to virtual buttons. Lets say that you a player to jump when a key is pressed. The spacebar is a common option, but what if a gamer wants to have a different key bind to this 'Forward' action. The answer here is the 'Virtual button'. Virtual buttons allow the mapping of 1 or more keyboard keys, mousebuttons or joystick buttons to a single 'Virtual button'. We can check for the name of that virtual button to see if any of the virtual button is triggered.
+
+![Virtual buttons](media/virtual-buttons.png)
+
+## Code
+[!code-csharp[VirtualButtons](..\..\..\..\xenko\samples\Tutorials\CSharpBeginner\CSharpBeginner\CSharpBeginner.Game\Code\VirtualButtonsDemo.cs)]

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en/tutorials/index.md

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 These pages contain tutorials to learn more about the Xenko game engine
 
 # C# tutorials 
-* [C# basics](csharpbasics/index.md)
+* [C# basics](csharpbeginner/index.md)