Refresh of repo required.

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Scionwest_cp 2010-01-17 18:56:44 -08:00
parent dafcc55437
commit 9311435007
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Windows.Forms;
using System.Xml.Serialization;
using MudDesigner.MudEngine.Interfaces;
using MudDesigner.MudEngine.UITypeEditors;
namespace MudDesigner.MudEngine.GameObjects
{
public class BaseObject : IGameObject
{
[Category("Object Setup")]
[Description("The Display Name assigned to this object.")]
//Required to refresh Filename property in the editors propertygrid
[RefreshProperties(RefreshProperties.All)]
public string Name
{
get
{
return this._Name;
}
set
{
this._Name = value;
this.Filename = value + "." + this.GetType().Name;
}
}
[Category("Object Setup")]
[Description("A brief description of this object. The description is displayed to users when they use a command for investigating an object")]
public string Description
{
get;
set;
}
[Category("Object Setup")]
[Description("The object script that can manipulate the object during the games life.")]
[EditorAttribute(typeof(UIScriptEditor), typeof(System.Drawing.Design.UITypeEditor))]
public string Script { get; set; }
[Category("Object Setup")]
[ReadOnly(true)]
[Description("The filename of the current object. This is assigned by the engine and not editable.")]
public string Filename
{
//Returns the name of the object + the objects Type as it's extension.
//Filenames are generated by the class itself, users can not assign it.
get
{
return this._Filename;
}
set
{
string extension = "." + this.GetType().Name;
if (!value.EndsWith(extension))
value += extension;
this._Filename = value;
}
}
[Category("Senses")]
[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
[DefaultValue("You don't smell anything unsual.")]
public string Smell
{
get;
set;
}
[Category("Senses")]
[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
[DefaultValue("You hear nothing of interest.")]
public string Listen
{
get;
set;
}
[Category("Senses")]
[Description("If a user asks to use his/her senses to investigate an area, this is one of the results that will be displayed. Senses can be used to assist blind characters.")]
[DefaultValue("You feel nothing.")]
public string Feel
{
get;
set;
}
private string _Filename = "";
private string _Name = "";
/// <summary>
/// Initializes the base object
/// </summary>
public BaseObject()
{
Script = "";
_Name = "New " + this.GetType().Name;
_Filename = _Name + "." + this.GetType().Name;
this.Feel = "You feel nothing.";
this.Listen = "You hear nothing of interest.";
this.Smell = "You don't smell anything unsual.";
this.Name = DefaultName();
SetupScript();
}
private bool ShouldSerializeName()
{
return this.Name != DefaultName();
}
private void ResetName()
{
this.Name = DefaultName();
}
private string DefaultName()
{
return "New " + this.GetType().Name;
}
private void SetupScript()
{
//Check if the realm script is empty. If so then generate a standard script for it.
if (Script == "")
{
//Instance a new method helper class
ManagedScripting.CodeBuilding.MethodSetup method = new ManagedScripting.CodeBuilding.MethodSetup();
string script = "";
//Setup our method. All objects inheriting from BaseObject will have the standard
//methods created for them.
string[] names = new string[] { "OnCreate", "OnDestroy", "OnEnter", "OnExit" };
foreach (string name in names)
{
method = new ManagedScripting.CodeBuilding.MethodSetup();
method.Name = name;
method.ReturnType = "void";
method.IsOverride = true;
method.Modifier = ManagedScripting.CodeBuilding.ClassGenerator.Modifiers.Public;
method.Code = new string[] { "base." + method.Name + "();" };
script = script.Insert(Script.Length, method.Create() + "\n");
}
Script = script;
}
}
public override string ToString()
{
return this.Name;
}
public virtual void OnEnter()
{
}
public virtual void OnExit()
{
}
public virtual void OnCreate()
{
}
public virtual void OnDestroy()
{
}
public virtual void OnEquip()
{
}
public virtual void OnUnequip()
{
}
public virtual void OnMount()
{
}
public virtual void OnDismount()
{
}
}
}