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
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@ -17,39 +17,14 @@ namespace MudDesigner
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{
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static class Program
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{
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public static ProjectInformation Project { get; set; }
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public static Realm Realm { get; set; }
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public static Zone Zone {get;set;}
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public static Room Room { get; set; }
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public static ScriptingEngine ScriptEngine { get; set; }
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public static Form CurrentEditor { get; set; }
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public static Settings Settings { get; set; }
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main()
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{
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//Creates a new instance of the project and settings
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Project = new ProjectInformation();
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Settings = new Settings();
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//Make sure our directory structure is created
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FileManager.ValidateDataPaths();
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//Setup what fileformat we are going to use.
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FileManager.FileType = FileManager.OutputFormats.XML;
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//Load the MUD project if the file exists
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string filename = System.IO.Path.Combine(FileManager.GetDataPath(SaveDataTypes.Root), "Project.Xml");
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if (System.IO.File.Exists(filename))
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Project = (ProjectInformation)FileManager.Load(filename, Project);
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//Load the toolkit settings if it exists.
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filename = System.IO.Path.Combine(Application.StartupPath, "Toolkit.xml");
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if (System.IO.File.Exists(filename))
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Settings = (Settings)FileManager.Load(filename, Settings);
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//Setup default application properties
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Application.EnableVisualStyles();
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Application.SetCompatibleTextRenderingDefault(false);
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