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