Organizer panel

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[[Image:OrganizerArea.png|right|frame|The Area Organizer Panel]]The '''Organizer Panels''' serve as a methods to organize [[Area Server|areas]], [[prototypes]], [[HeroScript|scripts]], and [[GUIXML]] files. It provides a quick overview of what has been created and where it is stored. Note that removing an item from the Organizer Panel, will ''not'' delete it -- it simply removes it from the hierarchy.
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[[Image:OrganizerArea.png|frame|right|200x400px|The Area Organizer]]The '''Organizer Panels''' serve as a methods to organize [[Area Server|areas]], [[Prototypes]], [[HeroScript|scripts]], and [[GUIXML]] files. It provides a quick overview of what has been created and where it is stored. Note that removing an item from the Organizer Panel, will ''not'' delete it -- it simply removes it from the hierarchy.  
  
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<br>
  
==Panels==
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== Panels ==
The Organizer Panels are:
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* [[#Area Organizer|Areas]]
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* [[#Server Prototype Organizer|Server Prototypes]]
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* [[#Server Script Organizer|Server Scripts]]
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* [[#Client Prototype Organizer|Client Prototypes]]
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* [[#Client Script Organier|Client Scripts]]
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* [[#GUI Editor|GUI XML]]
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* [[Package groups]]
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== Script tabs ==
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The Organizer Panels are:
  
The Server Scripts and Client Scripts tabs allow for organization of HSL scripts in the Server [[GOM]] and Client GOM.  By default when a script is created, it is added to the main folder of the organizer. 
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*[[Area Organizer panel|Area Organizer]]
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*[[#Prototype_Organizer|Server Prototypes]]
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*[[#Script_Organizer|Server Scripts]]
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*[[#Prototype_Organizer|Client Prototypes]]
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*[[#Script_Organizer|Client Scripts]]
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*[[#GUI_Editor|GUI XML]]
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*[[Package groups]]
  
Removing scripts from the organizer does not delete them, it simply takes them out of the organizer. To delete a script, use the [[Script Editor]].
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== Script Organizer  ==
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[[Image:AssumeOwnershipMenu.png|thumb|right|AssumeOwnershipMenu.png|This is accessed by right-clicking on the desired script and choosing "Assume Ownership"]]
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The Server and Client Scripts Organizers allow for organization of HSL scripts in the Server [[GOM]] and Client GOM. By default when a script is created, it is added to the main folder of the organizer.  
  
===Right-click menu===
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Removing scripts from the organizer does not delete them, it simply takes them out of the organizer. To delete a script, use the [[Script Editor]].  
A unique option on the script's right-click menu is "Assume Ownership".  When you select this option, it will set the owner of the script to your account.  The only place this ownership shows up at this time (May 2008), is in the script picker itself.
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(Need a few more pictures and a little bit of text on any option that is unique to the script organizers tab)
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==== Right-click menu ====
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A unique option on the script's right-click menu is "Assume Ownership". When you select this option, it will set the owner of the script to your account. The only place this ownership shows up at this time (May 2008), is in the script picker itself.
  
== Prototype tabs ==
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== Prototype Organizer  ==
  
* Server Prototypes
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*Server Prototypes  
* Client Prototypes
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*Client Prototypes
  
The [[prototype]] organizers for server and client allow you to organize the various prototypes. There are no special features for the prototype organizer, other than the usual options for Information, Remove, Cut, and Copy.
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The [[Prototype]] organizers for server and client allow you to organize the various prototypes. There are no special features for the prototype organizer, other than the usual options for Information, Remove, Cut, and Copy.  
  
Some prototypes will be associated with [[Spec Oracles]]. For example, you may see a folder labeled Fx Specs, with specs such as <tt>_FxSpec###</tt> The number of each item will be associated with the <tt>SpecKey</tt> numbers in the [[FxGUI]]. Other prototypes may be associated with other Spec Oracles, as can be viewed in the [[HotSpot Menu]] under "Tools".
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Some prototypes will be associated with [[Spec Oracles]]. For example, you may see a folder labeled Fx Specs, with specs such as <tt>_FxSpec###</tt> The number of each item will be associated with the <tt>SpecKey</tt> numbers in the [[FxGUI]]. Other prototypes may be associated with other Spec Oracles, as can be viewed in the [[HotSpot Menu]] under "Tools".  
  
Some prototypes are associated with [[Asset Types]]. When artists create objects to be placed in the Repository, each such object is associated with a basic asset type. When a game designer seeks to instantiate one of those objects, HeroEngine uses the prototype associated with that specific asset type.
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Some prototypes are associated with [[Asset Types]]. When artists create objects to be placed in the Repository, each such object is associated with a basic asset type. When a game designer seeks to instantiate one of those objects, HeroEngine uses the prototype associated with that specific asset type.  
  (for non-obvious prototypes, how are they modified/deleted?)
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== GUIXML tab ==
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For more information see [[Prototypes]]  
[[Image:GUI_tab-organizer_panel.png|right|GUI_tab-organizer_panel.png]]
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The [[GUIXML]] tab of the Organizer panel is used to organize [[GUI Control]] types (sometimes called "Prototypes") 
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Clicking on a control in the organizer is context-sensitive.
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== GUI Editor ==
* Double-clicking a control will open up that control in the [[GUI Editor]]
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* Double-clicking a control ''while in the editor'' will add that control to the currently-selected control in the editor, as a new child control.
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'''Notes:'''
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[[Image:GUI tab-organizer panel.png|right|thumb|GUI_tab-organizer_panel.png|The GUIXML Organizer]] The [[GUIXML]] Organizer is used to organize [[GUI Control]] types (sometimes called "Prototypes")
* Deleting a control in the Organizer may not actually delete the Control, as the Control might be in multiple folders.
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* When adding a new GUI Control type, it is necessary to click "Refresh", otherwise it may not appear on the list.
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* New types will appear at the Root level, and must be manually moved to the correct folder.
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Clicking on a control in the organizer is context-sensitive.
  
[[Category:HeroBlade panels]]
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*Double-clicking a control will open up that control in the [[GUI Editor]]
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*Double-clicking a control ''while in the editor'' will add that control to the currently-selected control in the editor, as a new child control.
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'''Notes:'''
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*Deleting a control in the Organizer may not actually delete the Control, as the Control might be in multiple folders.
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*When adding a new GUI Control type, it is necessary to click "Refresh", otherwise it may not appear on the list.
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*New types will appear at the Root level, and must be manually moved to the correct folder.
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[[Category:HeroBlade_panels]]

Latest revision as of 16:42, 14 March 2015

The Area Organizer
The Organizer Panels serve as a methods to organize areas, Prototypes, scripts, and GUIXML files. It provides a quick overview of what has been created and where it is stored. Note that removing an item from the Organizer Panel, will not delete it -- it simply removes it from the hierarchy.


Contents

Panels

The Organizer Panels are:

Script Organizer

This is accessed by right-clicking on the desired script and choosing "Assume Ownership"

The Server and Client Scripts Organizers allow for organization of HSL scripts in the Server GOM and Client GOM. By default when a script is created, it is added to the main folder of the organizer.

Removing scripts from the organizer does not delete them, it simply takes them out of the organizer. To delete a script, use the Script Editor.

Right-click menu

A unique option on the script's right-click menu is "Assume Ownership". When you select this option, it will set the owner of the script to your account. The only place this ownership shows up at this time (May 2008), is in the script picker itself.

Prototype Organizer

The Prototype organizers for server and client allow you to organize the various prototypes. There are no special features for the prototype organizer, other than the usual options for Information, Remove, Cut, and Copy.

Some prototypes will be associated with Spec Oracles. For example, you may see a folder labeled Fx Specs, with specs such as _FxSpec### The number of each item will be associated with the SpecKey numbers in the FxGUI. Other prototypes may be associated with other Spec Oracles, as can be viewed in the HotSpot Menu under "Tools".

Some prototypes are associated with Asset Types. When artists create objects to be placed in the Repository, each such object is associated with a basic asset type. When a game designer seeks to instantiate one of those objects, HeroEngine uses the prototype associated with that specific asset type.

For more information see Prototypes

GUI Editor

The GUIXML Organizer
The GUIXML Organizer is used to organize GUI Control types (sometimes called "Prototypes")

Clicking on a control in the organizer is context-sensitive.

Notes:

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