- Auto-saving objects is now complete. - Removed Save Object button - Object Properties no longer displays the Project Information on startup - Objects that can be edited within the Designer are displayed in Blue in the treeview - Objects that can only be edited within another objects Mini-Editor are displayed in Red and cannot be edited within the main Designer - Folders are displayed in Black - Objects are not auto-saved until the objects Name is changed from 'New Object' - The designer checks to see if the object has been saved yet prior to creating a new object. - Double clicking an editable object (shown in blue text) now loads the object for editing. - Menu item Project->Game Objects->Environment->New Room opens the Zones Mini-Room Editor if a Zone is loaded. - Tooltips added to the Project Explorer and Object Properties panes Mud Engine: - FileManager returns the new directory layout when using GetDataPath - Added Zones to SaveDataTypes enum. - Game Objects now have a Description attribute attached to their public properties so the Designer can display a description of what the property is for within the Object Properties pane. - Added PreCacheObjects Boolean to ProjectInformation for pre-loading objects when the runtime is built. - All objects Filename is now set to readonly and cannot be edited within the Designer - Started work on Realm.GetZone() method. - Room.Zone is no longer hidden from the Object Properties Pane, but set to Readonly. - Began work on Moving a Zones Rooms when a Zone is moved within a Realm. - Removed un-needed code within the RealmEditor - UIRoomControl now creates and saves Rooms. Duplicate Rooms cannot be created and Room re-naming is implemented. - Removed remaining old code for previous Mud Designer Editors from within Program.cs
29 lines
730 B
C#
29 lines
730 B
C#
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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namespace MudDesigner.MudEngine.Attributes
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{
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/// <summary>
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/// Used to assign an un
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/// </summary>
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
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public class UnusableAttribute : System.Attribute
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{
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private bool _IsUseable;
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public UnusableAttribute (bool useable)
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{
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_IsUseable = useable;
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}
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/// <summary>
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/// Sets if the class can be instanced or not. Regardless of what Type it inherits from
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/// </summary>
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public bool IsUseable
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{
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get;
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set;
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}
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}
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}
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