muddesigner/Mud Designer/MudEngine/Attributes/UnusableAttribute.cs
Scionwest_cp 98857cc0de Mud Designer:
- 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
2010-01-10 17:57:52 -08:00

29 lines
730 B
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MudDesigner.MudEngine.Attributes
{
/// <summary>
/// Used to assign an un
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
public class UnusableAttribute : System.Attribute
{
private bool _IsUseable;
public UnusableAttribute (bool useable)
{
_IsUseable = useable;
}
/// <summary>
/// Sets if the class can be instanced or not. Regardless of what Type it inherits from
/// </summary>
public bool IsUseable
{
get;
set;
}
}
}