Mud Designer:

- Auto-saving objects is now complete.
 - Removed Save Object button
 - Object Properties no longer displays the Project Information on startup
 - Objects that can be edited within the Designer are displayed in Blue in the treeview
 - Objects that can only be edited within another objects Mini-Editor are displayed in Red and cannot be edited within the main Designer
 - Folders are displayed in Black
 - Objects are not auto-saved until the objects Name is changed from 'New Object'
 - The designer checks to see if the object has been saved yet prior to creating a new object.
 - Double clicking an editable object (shown in blue text) now loads the object for editing.
 - Menu item Project->Game Objects->Environment->New Room opens the Zones Mini-Room Editor if a Zone is loaded.
 - Tooltips added to the Project Explorer and Object Properties panes

Mud Engine:
 - FileManager returns the new directory layout when using GetDataPath
 - Added Zones to SaveDataTypes enum.
 - Game Objects now have a Description attribute attached to their public properties so the Designer can display a description of what the property is for within the Object Properties pane.
 - Added PreCacheObjects Boolean to ProjectInformation for pre-loading objects when the runtime is built.
 - All objects Filename is now set to readonly and cannot be edited within the Designer
 - Started work on Realm.GetZone() method.
 - Room.Zone is no longer hidden from the Object Properties Pane, but set to Readonly.
 - Began work on Moving a Zones Rooms when a Zone is moved within a Realm. 
 - Removed un-needed code within the RealmEditor 
 - UIRoomControl now creates and saves Rooms. Duplicate Rooms cannot be created and Room re-naming is implemented.
 - Removed remaining old code for previous Mud Designer Editors from within Program.cs
This commit is contained in:
Scionwest_cp 2010-01-10 17:57:52 -08:00
parent ecd2645421
commit 98857cc0de
19 changed files with 776 additions and 451 deletions

View file

@ -6,6 +6,9 @@ using System.IO;
namespace MudDesigner.MudEngine.FileSystem
{
/// <summary>
/// Handles saving and loading of engine objects
/// </summary>
public static class FileManager
{
public enum OutputFormats
@ -99,7 +102,7 @@ namespace MudDesigner.MudEngine.FileSystem
string assemblyPath = System.Reflection.Assembly.GetExecutingAssembly().ManifestModule.FullyQualifiedName;
string assemblyName = System.IO.Path.GetFileName(assemblyPath);
string installBase = assemblyPath.Substring(0, assemblyPath.Length - assemblyName.Length);
string rootPath = System.IO.Path.Combine(installBase, "Data");
string rootPath = System.IO.Path.Combine(installBase, "Project");
if (DataType == SaveDataTypes.Root)
return rootPath;
@ -112,10 +115,13 @@ namespace MudDesigner.MudEngine.FileSystem
string assemblyPath = System.Reflection.Assembly.GetExecutingAssembly().ManifestModule.FullyQualifiedName;
string assemblyName = System.IO.Path.GetFileName(assemblyPath);
string installBase = assemblyPath.Substring(0, assemblyPath.Length - assemblyName.Length);
string rootPath = System.IO.Path.Combine(installBase, "Data");
string realmsPath = System.IO.Path.Combine(rootPath, Realm);
string rootPath = System.IO.Path.Combine(installBase, "Project");
string realmsPath = System.IO.Path.Combine(rootPath, "Realms");
string requestRealm = Path.Combine(realmsPath, Realm);
string requestedRealmZones = Path.Combine(requestRealm, "Zones");
string requestedZone = Path.Combine(requestedRealmZones, Zone);
return System.IO.Path.Combine(realmsPath, Zone);
return requestedZone;
}
public static string GetDataPath(string Realm, string Zone, string Room)

View file

@ -5,5 +5,6 @@
Root,
Currency,
Realms,
Zones,
}
}