Toggle search
Search
Toggle menu
Toggle personal menu
Editing
Behavioral Interface
(section)
From Desynced Wiki
Read
Edit
Edit source
View history
Page
Discussion
More actions
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= The Behavior Interface = === Difference Between Behavior Types. === ==== Saved Behaviors ==== * If you are working with an instance of a behavior in a save (accessed through the behavior library) the following applies: ** All changes are permanent. ** You can't reload the behavior as there is no other save to work from. ** You do not have access to a menu for saving or loading behaviors. {| | [[File:SavedBehaviorUI.png|thumb]] |} ==== Component Behaviors ==== * If you are working with an instance of a behavior in a component (accessed through a {{IL|Behavior Controller}}) the following applies: ** You have access to an undo button. This is not very robust and will only undo one step back then undo the undo if pressed again. ** You have access to running the program while you are viewing the behavioral interface. Stopping, pausing and even incrementing the program by one step. Instructions will be colored green when active. ** There is a library button that gives access to saving and loading to/from the library and clearing the current behavior to default. {| | [[File:ComponentBehaviorUIOne.png|thumb]] || [[File:ComponentBehaviorUITwo.png|thumb]] |} === UI Layout === ==== Basic UI Functions ==== [[File:BehaviorUI Buttons 2.png|720px]] Green: Undo, Stop, Play/Pause, Step, Library Access, Exit UI Red: Registers of Unit White: Subtract Parameter, Add Parameter Blue: Instruction Categories Yellow: Instructions Brown: Visual Coding Area ==== Parameters and Registers ==== Both parameters and registers can be used to pass information from and to the behavior and the unit in the world. Parameters are dynamic in that you can add or remove them as you want, however if you remove a parameter assigned in the behavior it will also remove its reference anywhere in the instructions for that behavior. Inside the behavior you can click on a register/parameter and drag to an instruction input you can also drag an instruction output to a register or parameter and it will out put to that register/parameter. ==== Instructions UI ==== Instructions are the visual code container you drag from the menu to the left into the code area below are three different instructions bridged by connections. [[File:Instruction UI.png]] Green: Lock/Unlock Position, Set Comment, Toggle More Options, Set as Next Step. Delete (These only show up when you hover over the Instruction) Red: Input (Always on the left) Yellow: Output (Always on the right) Black: Connection Blue: Pins (outgoing is always on the right, incoming is always on the left) ==== Position Locking ==== Instruction that are position locked will snap into a position relative to the instruction connected to their incoming pin they will also be positioned relative to any other instructions connected to that same instruction. If an instruction has no incoming connections and has position locked toggled on it will snap to the left side of the codding area in a position underneath the Program Start instruction and any other instructions snapped there. ==== Adding/Removing Instructions ==== Instructions can be dragged out of the left hand menu by clicking on their name and dragging into the coding area. Instructions will auto connect to the nearest pin when they are released as long as it is a valid connection. Instructions always start position locked and will snap to a position when released. An instruction dragged over the left hand menu and released there will be removed. Clicking the X at the top right of an instruction will also remove the instruction. ==== Connections ==== Dragging an instruction that is unconnected to it's incoming pin near another instructions outgoing pin will bridge these nodes with a connection. You can connect an unconnected or connected outgoing pin to an incoming pin by dragging from the outgoing pin to an incoming pin. You can disconnect a connection by dragging from an outgoing pin away from any instruction and releasing. Note: it is usually a good idea to toggle off the position lock before removing a connection or that instruction and any others connected may drastically realign their positioning. ==== Coding Area ==== The coding areas can be dragged around moving all instructions relative to it by left click dragging away from any instructions in the codding area.
Summary:
Please note that all contributions to Desynced Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Desynced Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)