muddesigner/MudEngine/GameObjects/Environment/Door.cs
Scionwest_cp 9b023a2092 MudCompiler:
- Updated to work with ScriptingEngine changes.

MudEngine:
 - Game.PlayerCollection changed to a List<>. Server obtains a array version of it within Server.initialize() via players = pbs.ToArray().
 - All BaseObject classes now require a reference to the Game and contain a property called ActiveGame.
 - Player.Game removed and now uses it's parent objects ActiveGame property.
 - Player.Role property added. Uses the new SecurityRoles enum that specifies what level of access the player has.
 - ScriptEngine now loads all libraries found within the specified ScriptsPath directory, instances the scripts and places them into a collection.
 - Custom character script instancing is now supported, but not fully implemented throughout the engine. They can be loaded, but not used during runtime at this time.
2010-07-29 17:39:38 -07:00

62 lines
1.4 KiB
C#

//Microsoft .NET Framework
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Serialization;
using System.ComponentModel;
//MUD Engine
using MudEngine.GameObjects.Items;
namespace MudEngine.GameObjects.Environment
{
[XmlInclude(typeof(BaseItem))]
[Serializable]
public class Door
{
[Category("Door Settings")]
[DefaultValue(false)]
public bool IsLocked
{
get;
set;
}
[Category("Door Settings")]
[Browsable(false)]
public BaseItem RequiredKey
{
get;
set;
}
[Category("Door Settings")]
[DefaultValue(0)]
public int LevelRequirement
{
get;
set;
}
[Category("Door Settings")]
public AvailableTravelDirections TravelDirection { get; set; }
/// <summary>
/// Gets or Sets the Room that the player will be arriving.
/// </summary>
public Room ArrivalRoom { get; set; }
/// <summary>
/// Gets or Sets the Room that the user is leaving.
/// </summary>
public Room DepartureRoom { get; set; }
public Door(GameManagement.Game game)
{
LevelRequirement = 0;
IsLocked = false;
RequiredKey = new BaseItem(game);
}
}
}