From fd6a89ff1ea9d932c1714ccd77b5d54121771f43 Mon Sep 17 00:00:00 2001 From: Doprez <73259914+Doprez@users.noreply.github.com> Date: Fri, 24 Feb 2023 16:01:38 -0700 Subject: [PATCH] fixed constructors in CsharpBeginner template --- .../CSharpBeginner.Game/Code/InstantiatingPrefabsDemo.cs | 2 +- .../CSharpBeginner.Game/Code/LoadingContentDemo.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Game/Code/InstantiatingPrefabsDemo.cs b/samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Game/Code/InstantiatingPrefabsDemo.cs index e574e7cef3..12e85c3286 100644 --- a/samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Game/Code/InstantiatingPrefabsDemo.cs +++ b/samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Game/Code/InstantiatingPrefabsDemo.cs @@ -24,7 +24,7 @@ public override void Start() // We add the entities to a new entity that we can use a parent // We can easily position and rotate the parent entity - var pileOfBoxesParent = new Entity(new Vector3(0, 0, -2), "PileOfBoxes2"); + var pileOfBoxesParent = new Entity("PileOfBoxes2", new Vector3(0, 0, -2)); pileOfBoxesParent.Transform.Rotation = Quaternion.RotationY(135); foreach (var entity in pileOfBoxesInstance2) { diff --git a/samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Game/Code/LoadingContentDemo.cs b/samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Game/Code/LoadingContentDemo.cs index b116932f39..a4a1d3e3f0 100644 --- a/samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Game/Code/LoadingContentDemo.cs +++ b/samples/Tutorials/CSharpBeginner/CSharpBeginner/CSharpBeginner.Game/Code/LoadingContentDemo.cs @@ -68,7 +68,7 @@ private void CreateEntityWithModelAndRandomlyPositionInScene() var randomPosition = new Vector3(random.Next(-2, 4), 0, random.Next(-2, 2)); // Create a new entity and attach a model component - var entity = new Entity(randomPosition, "My new entity with a model component"); + var entity = new Entity("My new entity with a model component", randomPosition); entity.Add(modelComponent); // Add the new entity to the current tutorial scene