Engine:
- Corrected SaveDataTypes.Currency being named incorrectly. Changed to Currencies - ProjectInformation now inherits from the new IFileIO interface. - ProjectInformation.Load can be used instead of the FileManager now (note: Saving of ProjectInformation must still be done using FileManager) - Organizing of BaseObject done - BaseObject now supports BaseObject.Load. Use this instead of FileManager.Load - Fixed UIRealmControl error, attempting to deserialize into a null Zone Field - Program.cs is now encapsulated into a try/catch - IFileIO interface added for providing a blueprint on file I/O operations Designer: - Additional ObjectTypes added to the ObjectTypes enum - Additional commenting provided throughout the source. - Re-organized the source code. - Simplified the Constructor code. Roughly 50% less code now. - Re-wrote the Object Load code to make it easier to read and maintain. - Renamed several menu items to conform to the projects naming conventions
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Mud Designer/MudEngine/GameObjects/Currency.cs
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Mud Designer/MudEngine/GameObjects/Currency.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.ComponentModel;
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namespace MudDesigner.MudEngine.GameObjects
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{
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public class Currency : BaseObject
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{
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[Category("Currency Settings")]
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[Description("The value of the currency is based off the BaseCurrencyValue set in the Project Information. If BaseCurrencyValue is 1, and a new Currency is 10, then it will take 10 BaseCurrency to equal 1 of the new Currencies.")]
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[DefaultValue(100)]
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/// <summary>
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/// The value of this currency. It should be how many 'base currency' it takes to equal 1 of this currency
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/// </summary>
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public int Value
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{
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get;
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set;
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}
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public Currency()
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{
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this.Name = "New Currency";
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this.Value = 100;
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}
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}
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}
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