muddesigner/Mud Designer/MudEngine/GameObjects/Environment/Realm.cs
Scionwest_cp ae672a29e1 Test Designer:
- UIControls namespace renamed to UIWidgets
 - RealmExplorer Control renamed to RealmWidget
 - RealmWidget now handles scanning and populating the Widget with existing realms rather than the designer handling it.
 - Object saving re-wrote
 - Zone Creation implemented
 - Adding Zones to Realms implemented
 - Removal of Zones from within Realms implemented
 - Support for stand-alone Zones added. Unlike the previous version of the 'Mud Designer Realm Explorer & Zone Builder', Zones can be built without being placed within a Realm
 - Deleting a Zone removes it from the Realms collection
 - Custom UITypeEditor added for adding Zones to Realms.
 - Menu item Project->Game Management has been re-structured
 - Saved file extensions on objects changed from .XML back to .ObjectType (example .realm)
 - RefreshProjectExplorer method added for refreshing the project explorer's directory structure
 - All calls to btnRefreshObjects_Click has been replaced with RefreshProjectExplorer()
 - The Project Explorer can now delete any object (file or folder) underneath the Project Root node.
 - The Project Explorer now has the files it contains highlighted as blue to help readability.
 - Changed the Project Explorer's root object from "Game Objects" to "Project"
 - Began implementation of the Project Explorer's search feature.
 - SaveSelected method added to save the current object contained within the property grid.
 - Anytime an Objects Property is changed the designer now automatically saves the object.
 - Object Properties label now displays the Type of object being edited and the objects name (Example 'Zone Properties (Village of Tespa)')

Mud Designer:
 - The New Test Designer has been set as the startup object, as the old designer toolkit is being phased out.

Mud Engine:
 - Added UIRealmControl class, a custom control used by the designer to edit the Realm.Zones property.
 - UIRealmEditor class added, manages the UIRealmControl.
2010-01-09 16:44:05 -08:00

51 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.ComponentModel;
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.GameObjects;
using MudDesigner.MudEngine.UITypeEditors;
namespace MudDesigner.MudEngine.GameObjects.Environment
{
public class Realm : BaseObject
{
[Category("Realm Information")]
[EditorAttribute(typeof(UIRealmEditor), typeof(System.Drawing.Design.UITypeEditor))]
public List<string> Zones { get; set; }
public Realm()
{
Zones = new List<string>();
}
public Zone GetZone(string ZoneName)
{
//correct the zonename if needed
if (!ZoneName.EndsWith(".zone"))
ZoneName += ".zone";
//build our path
string realmPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), this.Name);
//get a collection of all the zones within the realm
string[] files = Directory.GetFiles(realmPath, "*.zone");
Zone zone = new Zone();
//look four our zone file
foreach (string file in files)
{
if (file == ZoneName)
{
string zonePath = Path.Combine(realmPath, Path.GetDirectoryName(file));
}
}
return null;
}
}
}