MudEngine:

- BaseObject Saving and Loading fully implemented.
 - BaseCharacter Saving and Loading fully implemented.
 - Game.cs now contains SaveDataPaths property for allowing users to define where their data will be saved.
 -
This commit is contained in:
Scionwest_cp 2010-07-30 19:02:05 -07:00
parent 7f39821216
commit 4be5a831b1
8 changed files with 137 additions and 125 deletions

View file

@ -146,6 +146,11 @@ namespace MudEngine.GameManagement
[Browsable(false)]
public string ProjectPath { get; set; }
/// <summary>
/// Gets or Sets the paths to various project related objects.
/// </summary>
public SaveDataPaths DataPaths { get; set; }
[Category("Environment Settings")]
[ReadOnly(true)]
public Realm InitialRealm
@ -180,7 +185,12 @@ namespace MudEngine.GameManagement
CurrencyList = new List<Currency>();
scriptEngine = new Scripting.ScriptEngine(this);
RealmCollection = new List<Realm>();
//PlayerCollection = new List<BaseCharacter>();
SaveDataPaths paths = new SaveDataPaths();
paths.Environment = FileManager.GetDataPath(SaveDataTypes.Realms);
paths.Players = FileManager.GetDataPath(SaveDataTypes.Player);
DataPaths = paths;
GameTitle = "New Game";
_Filename = "Game.xml";
@ -263,18 +273,18 @@ namespace MudEngine.GameManagement
if (!Directory.Exists(directory))
Directory.CreateDirectory(directory);
FileManager.Save(filename, this);
//FileManager.Save(filename, this);
}
public object Load(string path)
public bool Load(string path)
{
string fileName = Path.Combine(path, _Filename);
if (!File.Exists(fileName))
{
return null;
return false;
}
return FileManager.Load(fileName, this);
return true;
}
public void AddRealm(Realm realm)