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

100 lines
3 KiB
C#

using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
using System.Xml.Serialization;
using System.Drawing.Design;
using MudDesigner.MudEngine.FileSystem;
using MudDesigner.MudEngine.GameObjects;
using MudDesigner.MudEngine.UITypeEditors;
namespace MudDesigner.MudEngine.GameObjects.Environment
{
[XmlInclude(typeof(Room))]
public class Zone : BaseObject
{
[Category("Environment Information")]
[DefaultValue(0)]
[Description("The amount to drain each stat by if StatDrain is enabled.")]
public int StatDrainAmount
{
get;
set;
}
[Category("Environment Information")]
[Description("Enable or Disable the ability for draining stats while traversing.")]
[DefaultValue(false)]
public bool StatDrain
{
get;
set;
}
[ReadOnly(true)]
[Category("Environment Information")]
[Description("The Realm that this Zone is assigned to. It is not required to be contained within a Realm.")]
public string Realm
{
get;
set;
}
[Category("Environment Information")]
[Description("Determins if the Player can be attacked within this Room or not.")]
[DefaultValue(false)]
public bool IsSafe
{
get;
set;
}
[Category("Environment Information")]
[EditorAttribute(typeof(UIRoomEditor), typeof(UITypeEditor))]
[Description("Collection of Rooms that have been created. Editing the Rooms Collection lets you manage the Zones rooms.")]
public List<Room> Rooms { get; set; }
public Zone()
{
Rooms = new List<Room>();
IsSafe = false;
//throw new NotSupportedException("Parameterless constructors of Type " + this.GetType().FullName + " is not supported.");
}
public Room GetRoom(string RoomName)
{
foreach (Room r in Rooms)
{
if (r.Name == RoomName)
return r;
}
return null;
}
public void RefreshRoomList()
{
Rooms = new List<Room>();
//Create our collection of Rooms.
string realmPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Realms), this.Realm);
string zonePath = Path.Combine(realmPath, this.Name);
//incase the zone hasn't been saved yet.
if (!Directory.Exists(zonePath))
return;
//Zone exists, so it's already been saved.
string[] rooms = Directory.GetFiles(zonePath, "*.room");
foreach (string file in rooms)
{
Room r = new Room();
r = (Room)FileManager.Load(file, r);
this.Rooms.Add(r);
}
}
}
}