- Corrected SaveDataTypes.Currency being named incorrectly. Changed to Currencies - ProjectInformation now inherits from the new IFileIO interface. - ProjectInformation.Load can be used instead of the FileManager now (note: Saving of ProjectInformation must still be done using FileManager) - Organizing of BaseObject done - BaseObject now supports BaseObject.Load. Use this instead of FileManager.Load - Fixed UIRealmControl error, attempting to deserialize into a null Zone Field - Program.cs is now encapsulated into a try/catch - IFileIO interface added for providing a blueprint on file I/O operations Designer: - Additional ObjectTypes added to the ObjectTypes enum - Additional commenting provided throughout the source. - Re-organized the source code. - Simplified the Constructor code. Roughly 50% less code now. - Re-wrote the Object Load code to make it easier to read and maintain. - Renamed several menu items to conform to the projects naming conventions
68 lines
1.4 KiB
C#
68 lines
1.4 KiB
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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using System.Xml.Serialization;
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using System.ComponentModel;
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namespace MudDesigner.MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(ConnectedRoom))]
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public class Door
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{
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public struct ConnectedRoom
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{
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public string Realm;
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public string Zone;
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public string Room;
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public AvailableTravelDirections TravelDirection;
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}
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[Category("Door Settings")]
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[DefaultValue(false)]
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public bool IsLocked
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{
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get;
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set;
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}
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[Category("Door Settings")]
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public string RequiredKey
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[DefaultValue(0)]
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public int LevelRequirement
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{
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get;
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set;
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}
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[Browsable(false)]
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public AvailableTravelDirections TravelDirection
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{
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get;
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set;
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}
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[ReadOnly(true)]
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[Category("Door Settings")]
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public ConnectedRoom TravelRoom
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{
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get;
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set;
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}
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public Door(AvailableTravelDirections TravelDirection)
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{
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this.TravelDirection = TravelDirection;
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}
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public Door()
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{
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}
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}
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}
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