New Project added: Currency Editor. Allows for creating and managing of the games currencies.
Mud Designer HUB: * frmMain.cs - HUB now scans entire solution directory to find the correct app to launch rather than just checking the Project Manager directory. * frmMain.cs - HUB now has the app launch precess wrapped within a try/catch/finally. No exception handling added as of yet within the catch. MUDEngine: * Engine.cs - ValidateProjectPath method now creates the Currency directory. * Objects namespace added. * Moved the Environment namespace and folder within the new Objects namespace. * BaseObject.cs created. All Game objects will inherit from this, or a child of this class. * Currency.cs created. * ProjectInformation.cs - Added using statements. Project Manager: * Added Using statements for MUDEngine
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24 changed files with 944 additions and 108 deletions
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@ -7,6 +7,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MUDEngine", "MUDEngine\MUDE
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Project Manager", "Project Manager\Project Manager.csproj", "{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CurrencyEditor", "CurrencyEditor\CurrencyEditor.csproj", "{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -25,6 +27,10 @@ Global
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{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{1D77BC25-63FD-47BB-AE08-39D0D6E1272B}.Release|Any CPU.Build.0 = Release|Any CPU
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{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{FF28EB1C-F811-40CF-91B1-1D9F5EB5A233}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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