Organizer panel

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The Organizer panel, with the Areas tab selected
The Organizer Panel serves as a method to organize areas, prototypes, scripts, and XML 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

FilteredAreaOrganizer.jpg
Organizer Popup.jpg
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.


Right-click menu

RightClickGoToArea.jpg
While under the Areas tab, from the right-click menu, you can:


Area options

Area1.jpg
Adding an area

To add a reference to an area back into the organizer, right-click on a folder and choose Add existing area.

Area2.jpg

Then select the desired area from a list of areas.

Area3.jpg
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.

Area4.jpg

And then you can rename it:

Area5.jpg
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:


GoTo menu

GoToArea.jpg

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.

GoToPlayArea.jpg

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.

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.

(Need a few more pictures and a little bit of text on any option that is unique to the script organizers tab)

Prototype tabs

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 GUI XML 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.

Notes:

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