- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start. Mud Engine: - Objects no longer require a path to be supplied when calling Object.Save() - EditRealm command now edits senses. - EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed) - EditZone Now fully supports senses and implemented. - Game now supports loading of .ini files when calling Game.Load() - All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively. - ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime. - Create command no longer converts all names to lower case. - Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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namespace MudDesigner
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{
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public partial class frmInputBox : Form
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{
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public bool IsCancel { get; set; }
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public String Description { get { return this.lblDescription.Text; } set { this.lblDescription.Text = value; } }
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public String Input { get { return this.txtInput.Text; } private set { this.txtInput.Text = value; } }
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public frmInputBox(String desc)
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{
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InitializeComponent();
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this.Description = desc;
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}
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private void btnOK_Click(object sender, EventArgs e)
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{
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this.Hide();
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}
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private void btnCancel_Click(object sender, EventArgs e)
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{
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IsCancel = true;
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Input = String.Empty;
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}
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private void txtInput_KeyDown(object sender, KeyEventArgs e)
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{
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if (e.KeyCode == Keys.Enter)
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btnOK_Click(sender, null);
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else if (e.KeyCode == Keys.Escape)
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btnCancel_Click(sender, null);
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}
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}
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}
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