Project restructure completed. All editors now contained within a single Project.
Note that some things are still broken from the migration, but will be addressed.
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118
Mud Designer/MudEngine/ProjectInformation.cs
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118
Mud Designer/MudEngine/ProjectInformation.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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using System.Xml.Serialization;
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using System.Xml;
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//MudEngine
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using MudDesigner.MudEngine.Attributes;
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using MudDesigner.MudEngine.FileSystem;
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using MudDesigner.MudEngine.Objects;
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using MudDesigner.MudEngine.Objects.Environment;
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namespace MudDesigner.MudEngine
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{
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[XmlInclude(typeof(StartingLocation))]
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[XmlInclude(typeof(Currency))]
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public class ProjectInformation
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{
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public enum TimeOfDayOptions
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{
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AlwaysDay,
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AlwaysNight,
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Transition,
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}
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[Category("Company Settings")]
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/// <summary>
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/// Gets or Sets the name of the company
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/// </summary>
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public string CompanyName { get; set; }
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[Category("Company Settings")]
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/// <summary>
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/// Gets or Sets the companies website for this project
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/// </summary>
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public string Website { get; set; }
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[Category("Project Settings")]
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[Description("The name of the game.")]
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public string GameTitle { get; set; }
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[Category("Project Settings")]
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/// <summary>
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/// Gets or Sets if the game autosaves when the player changes locations.
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/// </summary>
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public bool AutoSave { get; set; }
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[Category("Project Settings")]
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/// <summary>
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/// Gets or Sets if room names are hidden during console output.
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/// </summary>
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public bool HideRoomNames { get; set; }
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[Category("Day Management")]
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public TimeOfDayOptions TimeOfDay
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{
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get;
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set;
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}
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[Category("Day Management")]
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[Description("Set how long in minutes it takes to transition from day to night.")]
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public int TimeOfDayTransition
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{
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get;
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set;
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}
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[Category("Day Management")]
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[Description("Sets how long in minutes a day lasts in the game world.")]
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public int DayLength
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{
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get;
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set;
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}
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[Category("Project Settings")]
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public string Version { get; set; }
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[Category("Game Currency")]
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[Description("Sets the amount that the base currency is valued at.")]
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public uint BaseCurrencyAmount { get; set; }
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[Category("Game Currency")]
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public string BaseCurrencyName { get; set; }
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//TODO: Add Party support.
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[Browsable(false)]
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public List<Currency> CurrencyList { get; set; }
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[Browsable(false)]
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public string ProjectPath { get; set; }
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[Browsable(false)]
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public StartingLocation InitialLocation
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{
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get;
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set;
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}
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[Browsable(false)]
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public string Story
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{
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get;
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set;
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}
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public ProjectInformation()
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{
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CurrencyList = new List<Currency>();
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}
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}
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}
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