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