muddesigner/Mud Designer/MudEngine/GameObjects/Environment/Room.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

67 lines
2 KiB
C#

using System;
using System.ComponentModel;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
namespace MudDesigner.MudEngine.GameObjects.Environment
{
public class Room : BaseObject
{
[Category("Environment Information")]
[Description("Shows what rooms are currently created and linked to within this Room.")]
[ReadOnly(true)]
public string DoorList
{
get
{
string installed = "";
if (this.InstalledDoors.Count != 0)
{
foreach (Door d in InstalledDoors)
{
installed += d.TravelDirection.ToString() + ",";
}
if (InstalledDoors.Count >= 2)
{
installed = installed.Substring(0, installed.Length - 1);
}
return installed;
}
else
return "None Installed.";
}
}
[Category("Environment Information")]
[Description("Allows for linking of Rooms together via Doorways")]
public List<Door> InstalledDoors;
[ReadOnly(true)]
[Description("This is the Zone that the Room is currently assigned to.")]
[Category("Environment Information")]
public string Zone
{
get;
set;
}
[Category("Environment Information")]
[DefaultValue(false)]
[Description("Determins if the Player can be attacked within this Room or not.")]
public bool IsSafe
{
get;
set;
}
public Room TestRoom { get; set; }
public Room()
{
InstalledDoors = new List<Door>();
IsSafe = false;
}
}
}