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Removed the intermediate and advanced section as they were only placeholders to get the idea going for the tutorial section.

Jorn Theunissen 6 years ago
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e035c08d1d

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en/tutorials/csharpadvanced/index.md

@@ -1,8 +0,0 @@
-# C# Advanced tutorials
-These tutorials cover advanced topics.
-
-You can try out each individual script in by creating a new project and use the API tutorials example template. Each script is demonstrated a new scene.
-
-* Tutorial A
-* Tutorial B
-* Tutorial C

+ 0 - 10
en/tutorials/csharpadvanced/shader.md

@@ -1,10 +0,0 @@
-# C# advanced - shader
-
-This C# basics tutorial covers the transform component.
-
-## Code
-You can find this sample in the tutorial project 
-<source>
-
-## Explanation
-All entities have a transform component.

+ 2 - 2
en/tutorials/csharpbasics/childEntities.md

@@ -1,5 +1,5 @@
 # Children of entities
 # Children of entities
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **Child entities** 
+You can find this sample in the tutorial project: **Scenes** -> **Child entities** 
 
 
 ## Explanation
 ## Explanation
 This C# basics tutorial covers how to get an enties children. Since those children are also entities, we can retrieve their children too.
 This C# basics tutorial covers how to get an enties children. Since those children are also entities, we can retrieve their children too.
@@ -7,4 +7,4 @@ This C# basics tutorial covers how to get an enties children. Since those childr
 ![Child entities](media/child-entities.png)
 ![Child entities](media/child-entities.png)
 
 
 ## Code
 ## Code
-[!code-csharp[Entity](..\..\..\Tutorials\Tutorials\Basics\ChildEntities.cs)]
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\ChildEntities.cs)]

+ 2 - 2
en/tutorials/csharpbasics/cloningEntities.md

@@ -1,5 +1,5 @@
 # Cloning an entity
 # Cloning an entity
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **Cloning entities** 
+You can find this sample in the tutorial project: **Scenes** ->  **Cloning entities** 
 
 
 ## Explanation
 ## 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.
 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.
@@ -7,4 +7,4 @@ This C# basics tutorial covers how to clone an existing entity and how to add th
 ![Cloning entities](media/cloning-entities.png)
 ![Cloning entities](media/cloning-entities.png)
 
 
 ## Code
 ## Code
-[!code-csharp[Entity](..\..\..\Tutorials\Tutorials\Basics\CloneEntity.cs)]
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\CloneEntity.cs)]

+ 2 - 2
en/tutorials/csharpbasics/deltaTime.md

@@ -1,5 +1,5 @@
 # Deltatime
 # Deltatime
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **DeltaTime** 
+You can find this sample in the tutorial project: **Scenes** ->  **DeltaTime** 
 
 
 ## Explanation
 ## 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.
 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.
@@ -7,4 +7,4 @@ This C# basics tutorial covers the retrieval and usage of delta time. Games upda
 ![Delta time](media/deltatime.png)
 ![Delta time](media/deltatime.png)
 
 
 ## Code
 ## Code
-[!code-csharp[Entity](..\..\..\Tutorials\Tutorials\Basics\DeltaTime.cs)]
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\DeltaTime.cs)]

+ 2 - 2
en/tutorials/csharpbasics/editorProperties.md

@@ -1,5 +1,5 @@
 # Editor properties
 # Editor properties
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **Editor properties** 
+You can find this sample in the tutorial project: **Scenes** ->  **Editor properties** 
 
 
 ## Explanation
 ## 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.
 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.
@@ -7,4 +7,4 @@ This C# basics tutorial covers how to expose editor properties for Xenko game st
 ![Editor properties](media/editor-properties.png)
 ![Editor properties](media/editor-properties.png)
 
 
 ## Code
 ## Code
-[!code-csharp[Entity](..\..\..\Tutorials\Tutorials\Basics\BasicsProperties.cs)]
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\BasicsProperties.cs)]

+ 2 - 2
en/tutorials/csharpbasics/entity.md

@@ -1,5 +1,5 @@
 # Getting the entity 
 # Getting the entity 
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **Getting an entity** 
+You can find this sample in the tutorial project: **Scenes** ->  **Getting an entity** 
 
 
 ## Explanation
 ## 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.
 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.
@@ -7,4 +7,4 @@ This C# basics tutorial covers how to get the entity object. When a script is at
 ![Getting the entity example](media/getting-the-entity.png)
 ![Getting the entity example](media/getting-the-entity.png)
 
 
 ## Code
 ## Code
-[!code-csharp[Entity](..\..\..\Tutorials\Tutorials\Basics\GettingTheEntity.cs)]
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\GettingTheEntity.cs)]

+ 3 - 3
en/tutorials/csharpbasics/getComponent.md

@@ -1,5 +1,5 @@
 # Getting a component
 # Getting a component
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **Getting a component** 
+You can find this sample in the tutorial project: **Scenes** ->  **Getting a component** 
 
 
 ## Explanation
 ## 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 using the editor or by code.
 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 using the editor or by code.
@@ -9,8 +9,8 @@ This C# basics tutorial covers how to get and remove components. Components are
 ## Code
 ## Code
 ### AmmoComponent
 ### AmmoComponent
 This is the first component that we attach to an entity. In the second script, we will try to get this 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](..\..\..\Tutorials\Tutorials\Basics\AmmoComponent.cs)]
+[!code-csharp[AmmoComponent](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\AmmoComponent.cs)]
 
 
 ### Getting A Component
 ### Getting A Component
 This component script, will retrieve the AmmoComponent script above and use its public method.
 This component script, will retrieve the AmmoComponent script above and use its public method.
-[!code-csharp[AmmoComponent](..\..\..\Tutorials\Tutorials\Basics\GettingAComponent.cs)]
+[!code-csharp[AmmoComponent](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\GettingAComponent.cs)]

+ 1 - 3
en/tutorials/csharpbasics/index.md

@@ -1,11 +1,9 @@
 # C# Basics
 # 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.
 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.
 
 
-IN REVIEW: You can try out each individual script in by creating a new project and use the API tutorials example template. Each script is demonstrated a new scene.
-
 * [Getting the Entity](entity.md)
 * [Getting the Entity](entity.md)
 * [Child entities](childentities.md)
 * [Child entities](childentities.md)
-* [Transform Position](transformPosition.md) 
+* [Transform position](transformPosition.md) 
 * [Editor properties](editorProperties.md) 
 * [Editor properties](editorProperties.md) 
 * [Getting a component](getComponent.md) 
 * [Getting a component](getComponent.md) 
 * [Delta time](deltaTime.md) 
 * [Delta time](deltaTime.md) 

+ 2 - 2
en/tutorials/csharpbasics/keyboardInput.md

@@ -1,5 +1,5 @@
 # Keyboard input
 # Keyboard input
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **Keyboard input** 
+You can find this sample in the tutorial project: **Scenes** ->  **Keyboard input** 
 
 
 ## Explanation
 ## 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.
 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.
@@ -7,4 +7,4 @@ This C# basics tutorial covers how to handle keyboard input. We can check for th
 ![Keyboard input](media/keyboard-input.png)
 ![Keyboard input](media/keyboard-input.png)
 
 
 ## Code
 ## Code
-[!code-csharp[Entity](..\..\..\Tutorials\Tutorials\Basics\KeyboardInput.cs)]
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\KeyboardInput.cs)]

+ 2 - 2
en/tutorials/csharpbasics/mouseInput.md

@@ -1,5 +1,5 @@
 # Mouse input
 # Mouse input
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **Mouse input** 
+You can find this sample in the tutorial project: **Scenes** ->  **Mouse input** 
 
 
 ## Explanation
 ## 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.
 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.
@@ -7,4 +7,4 @@ This C# basics tutorial covers how to handle mouse input. We can check for the e
 ![Mouse input](media/mouse-input.png)
 ![Mouse input](media/mouse-input.png)
 
 
 ## Code
 ## Code
-[!code-csharp[Entity](..\..\..\Tutorials\Tutorials\Basics\MouseInput.cs)]
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\MouseInput.cs)]

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

@@ -0,0 +1,10 @@
+# Removing an entity
+You can find this sample in the tutorial project: **Scenes** -> **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/remove-entity.png)
+
+## Code
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\RemoveEntity.cs)]

+ 2 - 2
en/tutorials/csharpbasics/transformPosition.md

@@ -1,5 +1,5 @@
 # Transform position
 # Transform position
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **TransformPosition** 
+You can find this sample in the tutorial project: **Scenes** ->  **TransformPosition** 
 
 
 ## Explanation
 ## 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.
 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.
@@ -7,4 +7,4 @@ This C# basics tutorial covers the Transform component of an entity. The Transfo
 ![Transform position](media/transform-position.png)
 ![Transform position](media/transform-position.png)
 
 
 ## Code
 ## Code
-[!code-csharp[Entity](..\..\..\Tutorials\Tutorials\Basics\BasicsTransformPosition.cs)]
+[!code-csharp[Entity](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\BasicsTransformPosition.cs)]

+ 2 - 2
en/tutorials/csharpbasics/virtualButtons.md

@@ -1,5 +1,5 @@
 # Virtual buttons
 # Virtual buttons
-You can find this sample in the tutorial project: **Scenes** -> **Basics** -> **Virtual buttons** 
+You can find this sample in the tutorial project: **Scenes** ->  **Virtual buttons** 
 
 
 ## Explanation
 ## 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.
 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.
@@ -7,4 +7,4 @@ This C# basics tutorial covers how to virtual buttons. Lets say that you a playe
 ![Virtual buttons](media/virtual-buttons.png)
 ![Virtual buttons](media/virtual-buttons.png)
 
 
 ## Code
 ## Code
-[!code-csharp[VirtualButtons](..\..\..\Tutorials\Tutorials\Basics\VirtualButtons.cs)]
+[!code-csharp[VirtualButtons](..\..\..\Tutorials\C# Basics\CSharpBasics\Code\VirtualButtons.cs)]

+ 0 - 9
en/tutorials/csharpintermediate/index.md

@@ -1,9 +0,0 @@
-# C# intermediate tutorials
-These tutorials cover intermediate topics.
-
-You can try out each individual script in by creating a new project and use the API tutorials example template. Each script is demonstrated a new scene.
-
-* [Raycasting](csharpintermediate/raycasting.md)
-* [Broadcasting](csharpintermediate/raycasting.md)
-* [Collisions](csharpintermediate/raycasting.md)
-* [Streaming scenes](csharpintermediate/raycasting.md)

+ 0 - 10
en/tutorials/csharpintermediate/raycasting.md

@@ -1,10 +0,0 @@
-# C# intermediate - Raycasting
-
-This C# basics tutorial covers the transform component.
-
-## Code
-You can find this sample in the tutorial project 
-<source>
-
-## Explanation
-All entities have a transform component.

+ 1 - 6
en/tutorials/index.md

@@ -10,9 +10,4 @@ _tocTitle: 'Tutorials'
 These pages contain tutorials to learn more about the Xenko game engine
 These pages contain tutorials to learn more about the Xenko game engine
 
 
 # C# tutorials 
 # C# tutorials 
-All C# tutorials have code that you can try out yourself by downloading the tutorials project here <DOWNLOAD LINK> (or perhaps as a template?).
-
-
-| [C# basics](csharpbasics/index.md) | [C# intermediate](csharpintermediate/index.md) | [C# advanced](csharpadvanced/index.md) |                                               
-|---------------------------|----------------|----------------|
-| ![Editor properties](media/tutorial_basics.png) |![Editor properties](media/tutorial_intermediate.png) |![Editor properties](media/tutorial_advanced.png)
+* [C# basics](csharpbasics/index.md)

+ 1 - 9
en/tutorials/toc.md

@@ -11,12 +11,4 @@
 ### [Removing an entity](csharpbasics/removingEntities.md) 
 ### [Removing an entity](csharpbasics/removingEntities.md) 
 ### [Keyboard input](csharpbasics/keyboardInput.md) 
 ### [Keyboard input](csharpbasics/keyboardInput.md) 
 ### [Mouse input](csharpbasics/mouseInput.md) 
 ### [Mouse input](csharpbasics/mouseInput.md) 
-### [Virtual buttons](csharpbasics/virtualButtons.md)
-
-## [C# intermediate](csharpintermediate/index.md)
-### [Raycasting](csharpintermediate/raycasting.md) 
-### [Switching a scene](csharpintermediate/switchingscenes.md)
-### [Loading a child scene](csharpintermediate/loadingchildscene.md)
-
-## [C# advanced](csharpadvanced/index.md)
-### [Shader](csharpadvanced/shader.md)
+### [Virtual buttons](csharpbasics/virtualButtons.md)