Mud Designer UI:

- Began support work on the networking side of the designer UI. Attempts to connect to the server or run stand-alone.
 - Began implementing object creation.

Mud Engine:
 - Added the [Browsable(false)]  attribute to several Game properties so they are not visible within the new Designer.
This commit is contained in:
Scionwest_cp 2010-11-07 09:05:54 -08:00
parent a347607337
commit f446c754fb
9 changed files with 556 additions and 56 deletions

View file

@ -7,6 +7,7 @@ using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Threading;
using MudEngine.GameManagement;
using MudEngine.FileSystem;
@ -16,18 +17,27 @@ namespace MudDesigner
public partial class frmDesigner : Form
{
private Game _Game;
private Client _Client;
private Thread _ClientThread;
private Boolean _IsRenaming;
private String _OldName;
public frmDesigner(Game game)
private Boolean _TimeOut;
private Object _SelectedObject;
public frmDesigner(Game game, Client client)
{
InitializeComponent();
_Game = game;
_Client = client;
MudEngine.GameObjects.Environment.Room r = new MudEngine.GameObjects.Environment.Room(_Game);
this.propertyGrid1.SelectedObject = _Game;
_TimeOut = false;
_Client.Send("Hello world", false);
}
/// <summary>
@ -73,5 +83,58 @@ namespace MudDesigner
_OldName = e.OldValue.ToString();
}
}
private void ChangeObject(Object obj)
{
_SelectedObject = obj;
propertyGrid1.SelectedObject = obj;
}
private void btnNewRealm_Click(object sender, EventArgs e)
{
ChangeObject(new MudEngine.GameObjects.Environment.Realm(_Game));
}
private void button1_Click(object sender, EventArgs e)
{
ChangeObject(new MudEngine.GameObjects.Environment.Zone(_Game));
}
private void txtCommand_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Enter)
{
_Client.Send(txtCommand.Text, true);
System.Windows.Forms.Timer t = new System.Windows.Forms.Timer();
t.Interval = 10000;
t.Tick += new EventHandler(timerTick);
_TimeOut = false;
String result;
while (!_TimeOut)
{
if (_Client.Receive(out result, 1))
{
txtConsole.Text += result;
}
else
_TimeOut = true;
}
txtConsole.Text += "\n";
}
}
void timerTick(object sender, EventArgs e)
{
_TimeOut = true;
}
void UpdateConsole(String message)
{
txtConsole.Text += message;
}
}
}