muddesigner/Project Manager/frmMain.cs
Scionwest_cp 035fdf96d9 New Project added: Currency Editor. Allows for creating and managing of the games currencies.
Mud Designer HUB:
 * frmMain.cs - HUB now scans entire solution directory to find the correct app to launch rather than just checking the Project Manager directory.
 * frmMain.cs - HUB now has the app launch precess wrapped within a try/catch/finally. No exception handling added as of yet within the catch.

MUDEngine:
 * Engine.cs - ValidateProjectPath method now creates the Currency directory.
 * Objects namespace added.
 * Moved the Environment namespace and folder within the new Objects namespace.
 * BaseObject.cs created. All Game objects will inherit from this, or a child of this class.
 * Currency.cs created.
 * ProjectInformation.cs - Added using statements.

Project Manager:
 * Added Using statements for MUDEngine
2009-11-06 22:30:22 -08:00

146 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
//MudEngine
using MUDEngine.FileSystem;
using MUDEngine.Objects;
using MUDEngine.Objects.Environment;
namespace Project_Manager
{
public partial class frmMain : Form
{
List<Zone> zones;
List<Room> rooms;
public frmMain()
{
InitializeComponent();
zones = new List<Zone>();
rooms = new List<Room>();
}
private void frmMain_Load(object sender, EventArgs e)
{
//Get all of the realms currently created.
string[] files = System.IO.Directory.GetFiles(Application.StartupPath + @"\Data\Realms");
//Aquire the project settings and show them.
propertyGrid1.SelectedObject = Program.project;
txtStory.Text = Program.project.Story;
//Add each realm found into the combo box of available realms.
foreach (string realm in files)
{
//Instance a new realm
Realm newRealm = new Realm();
//De-serialize the current realm.
newRealm = (Realm)FileSystem.Load(realm, newRealm);
//Add it to the available realms combo box.
comRealms.Items.Add(newRealm.Name);
}
//If the project already has a starting realm, then select it.
if (Program.project.InitialLocation.Realm != null)
{
comRealms.SelectedIndex = comRealms.Items.IndexOf(Program.project.InitialLocation.Realm.Name);
}
//If there is no starting realm, but a realm does exist, select the first one in the list.
else if (comRealms.Items.Count != 0)
{
comRealms.SelectedIndex = 0;
}
}//End frmMain_Load
private void comRealms_SelectedIndexChanged(object sender, EventArgs e)
{
lstZones.Items.Clear();
//Check if we have any realms first.
if (comRealms.Items.Count == 0)
return;
string[] files = System.IO.Directory.GetFiles(Application.StartupPath + @"\Data\Zones");
//Add each zone found into the list box.
foreach (string zone in files)
{
Zone newZone = new Zone();
//De-serialize the current zone.
newZone = (Zone)FileSystem.Load(zone, newZone);
//Add it to the available zones list box
lstZones.Items.Add(newZone.Name);
zones.Add(newZone);
}
//Check if we have an existing realm that's set as our startup.
if (Program.project.InitialLocation.Realm != null)
{
//Check if we have the Initial realm selected, if so we need to check the initial Zone as well
if (comRealms.SelectedItem.ToString() == Program.project.InitialLocation.Realm.Name)
{
//We have an initial zone, so lets check it in the list box
if (Program.project.InitialLocation.Zone != null)
{
if (lstZones.Items.Contains(Program.project.InitialLocation.Zone.Name))
{
lstZones.SelectedIndex = lstZones.Items.IndexOf(Program.project.InitialLocation.Zone.Name);
}
}
}
}
}//End comRealms
private void lstZones_SelectedIndexChanged(object sender, EventArgs e)
{
string realm = comRealms.SelectedItem.ToString();
string zone = lstZones.SelectedItem.ToString();
lstRooms.Items.Clear();
//Check if we have any realms first.
if (comRealms.Items.Count == 0)
return;
string[] files = System.IO.Directory.GetFiles(Application.StartupPath + @"\Data\Rooms");
//Add each room found into the list box.
foreach (string room in files)
{
Room newRoom = new Room();
//De-serialize the current Room.
newRoom = (Room)FileSystem.Load(room, newRoom);
//Add it to the available rooms list box
lstRooms.Items.Add(newRoom.Name);
rooms.Add(newRoom);
}
//Now select the initial room if its listed.
string selectedRealm = comRealms.SelectedItem.ToString();
string selectedZone = lstZones.SelectedItem.ToString();
string initialRealm = Program.project.InitialLocation.Realm.Name;
string initialZone = Program.project.InitialLocation.Zone.Name;
//The realm and zone that matches the initial are selected, so lets select the initial room next.
if ((initialRealm == selectedRealm) && (initialZone == selectedZone))
{
foreach (Room room in rooms)
{
if (lstRooms.Items.Contains(room.Name))
lstRooms.SelectedIndex = lstRooms.Items.IndexOf(room.Name);
}
}
}
private void txtStory_TextChanged(object sender, EventArgs e)
{
Program.project.Story = txtStory.Text;
}
}
}