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
This commit is contained in:
Scionwest_cp 2009-11-06 22:30:22 -08:00
parent cd56036ee7
commit 035fdf96d9
24 changed files with 944 additions and 108 deletions

View file

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