Organizer panel
(→GUIXML tab: Now using GUI_tab-organizer_panel.png) |
(→Areas tab: updated image for Sapphire) |
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===Right-click menu=== | ===Right-click menu=== | ||
− | [[Image: | + | [[Image:HeroBladeAreaOrganizerGoToInstance.png|right]]While under the Areas tab, from the '''right-click menu''', you can: |
* Look at and modify an Area's '''Info''' properties | * Look at and modify an Area's '''Info''' properties | ||
* '''Add''' an existing '''area''' to the Organizer hierarchy (this only works while you have a folder selected) | * '''Add''' an existing '''area''' to the Organizer hierarchy (this only works while you have a folder selected) |
Revision as of 21:50, 29 October 2012
The Organizer Panel serves as a method 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 probably not delete it -- it simply removes it from the hierarchy.
Contents |
Tabs
The Organizer Panel is navigated by tabs:
Areas tab
The Areas tab provides a listing of all areas which have been created. They are organized into various folders and subfolders.
The filter input box, located at the bottom of the panel, may be used to quickly locate an area provided you know the name
Once you have located and highlighted the area to which you desire to travel, you can either double-click it or right-click it to bring up a pop-up menu. From here you may select to travel to either an Edit Instance, Play Instance or create a new Instance.
While under the Areas tab, from the right-click menu, you can:
- Look at and modify an Area's Info properties
- Add an existing area to the Organizer hierarchy (this only works while you have a folder selected)
- Add a subfolder to the hierarchy (this only works while you have a folder selected)
- Remove an area from the hierarchy (this does not delete it -- see below)
- Cut / Copy / Paste normally
- Go To Instance, either starting up a new edit or play instance, or going to one that's already running
- Startup an edit or play instance without actually going to it
- Shutdown or stop a running instance
- Create New Area an entirely new area
- Import brings all of the objects from another area, and duplicates them into the current area.
Area options
Adding an area
To add a reference to an area back into the organizer, right-click on a folder and choose Add existing area.
Then select the desired area from a list of areas.
Area renaming
To free up a name so that a new area can be created with the old name, modify the area's properties, via the Info option on the right-click menu.
And then you can rename it:
Area deletion
An area can be Removed via the right-click menu, but be aware that this does not actually "Delete" the area. It merely removes the organizer's reference to it in a particular folder.
If you wish to create another area with the same name, you can either:
- Rename your old area (see above) to free up the name
- Completely delete the existing area. This is done directly in the database, via the AREADEL CLI command
To travel to an area, find it in the organizer panel. If you know its name, you can type part of it into the Filter box at the bottom of the panel, to locate areas which start with that text.
- If you select the Edit button, your character will travel to the edit instance of the area, spinning the area up automatically if needed.
- If you select the Play button, it does one of two things:
- If the dropdown box to the right of the button says NEW, a new (unoccupied) play instance of the area will be spun up and your character will travel there.
- Otherwise, if you have selected an already spun-up play instance (by number) from the dropdown, that's where your character will go.
Note that the edit instance is always instance #0, and play instance numbers area always dynamically assigned, and therefore not predictable.
(is the above still applicable, or has it been done away with in favor of right-click menus?)
Importing areas
- See Main Article: How to Import an Area
Script tabs
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.
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.
(Need a few more pictures and a little bit of text on any option that is unique to the script organizers tab)
Prototype tabs
- Server Prototypes
- 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.
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 non-obvious prototypes, how are they modified/deleted?)
GUIXML tab
The GUIXML tab of the Organizer panel is used to organize GUI Control types (sometimes called "Prototypes")
Clicking on a control in the organizer is context-sensitive.
- Double-clicking a control will open up that control in the GUI Editor
- 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.
Notes:
- Deleting a control in the Organizer may not actually delete the Control, as the Control might be in multiple folders.
- When adding a new GUI Control type, it is necessary to click "Refresh", otherwise it may not appear on the list.
- New types will appear at the Root level, and must be manually moved to the correct folder.