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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@ -7,18 +7,23 @@ using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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//MudEngine
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using MUDEngine.FileSystem;
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using MUDEngine.Objects;
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using MUDEngine.Objects.Environment;
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namespace Project_Manager
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{
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public partial class frmMain : Form
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{
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List<MUDEngine.Environment.Zone> zones;
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List<MUDEngine.Environment.Room> rooms;
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List<Zone> zones;
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List<Room> rooms;
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public frmMain()
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{
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InitializeComponent();
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zones = new List<MUDEngine.Environment.Zone>();
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rooms = new List<MUDEngine.Environment.Room>();
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zones = new List<Zone>();
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rooms = new List<Room>();
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}
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private void frmMain_Load(object sender, EventArgs e)
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@ -34,9 +39,9 @@ namespace Project_Manager
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foreach (string realm in files)
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{
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//Instance a new realm
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MUDEngine.Environment.Realm newRealm = new MUDEngine.Environment.Realm();
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Realm newRealm = new Realm();
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//De-serialize the current realm.
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newRealm = (MUDEngine.Environment.Realm)MUDEngine.FileSystem.FileSystem.Load(realm, newRealm);
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newRealm = (Realm)FileSystem.Load(realm, newRealm);
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//Add it to the available realms combo box.
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comRealms.Items.Add(newRealm.Name);
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}
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@ -66,9 +71,9 @@ namespace Project_Manager
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//Add each zone found into the list box.
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foreach (string zone in files)
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{
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MUDEngine.Environment.Zone newZone = new MUDEngine.Environment.Zone();
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Zone newZone = new Zone();
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//De-serialize the current zone.
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newZone = (MUDEngine.Environment.Zone)MUDEngine.FileSystem.FileSystem.Load(zone, newZone);
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newZone = (Zone)FileSystem.Load(zone, newZone);
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//Add it to the available zones list box
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lstZones.Items.Add(newZone.Name);
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zones.Add(newZone);
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@ -108,9 +113,9 @@ namespace Project_Manager
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//Add each room found into the list box.
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foreach (string room in files)
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{
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MUDEngine.Environment.Room newRoom = new MUDEngine.Environment.Room();
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Room newRoom = new Room();
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//De-serialize the current Room.
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newRoom = (MUDEngine.Environment.Room)MUDEngine.FileSystem.FileSystem.Load(room, newRoom);
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newRoom = (Room)FileSystem.Load(room, newRoom);
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//Add it to the available rooms list box
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lstRooms.Items.Add(newRoom.Name);
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rooms.Add(newRoom);
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@ -125,7 +130,7 @@ namespace Project_Manager
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//The realm and zone that matches the initial are selected, so lets select the initial room next.
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if ((initialRealm == selectedRealm) && (initialZone == selectedZone))
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{
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foreach (MUDEngine.Environment.Room room in rooms)
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foreach (Room room in rooms)
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{
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if (lstRooms.Items.Contains(room.Name))
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lstRooms.SelectedIndex = lstRooms.Items.IndexOf(room.Name);
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