- Removed the ManagedScripting Engine from the project. Scripting will be implemented at a later time using a custom build engine. - Room.Load was re-wrote to allow for loading a supplied room name (not a full filename). The Room will load the supplied Roomname by checking within it's current Zone. Rooms within different Zones can be loaded by supplying a Zone name as one of the optional parameters. Same goes for loading Rooms within a different Realm - All classes using the original Room.Load code have been tweaked to use the new code. Cuts the needed code used by each individual class by 80%. - Room.InstallPath Property added for returning the full filename and location of the Room where it's currently installed. Designer: - Room Designer now supports deleting Rooms. - Doorway Editor no longer fails when attempting to change doorway Traveling Directions. Runtime: - No longer prints blank lines if the object does not contain any text to print. - Added a 2nd Print method with a boolean argument for printing blank lines by force if needed. Note: Room Deleting and Room.Load code was only tested using Rooms within Root Zones. Rooms contained within a Zone owned by a Realm was not tested.
38 lines
1.2 KiB
C#
38 lines
1.2 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.Windows.Forms;
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using System.Drawing.Design;
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//MudEngine
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using MudDesigner.MudEngine;
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using MudDesigner.MudEngine.FileSystem;
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using MudDesigner.MudEngine.GameManagement;
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using MudDesigner.MudEngine.GameObjects;
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using MudDesigner.MudEngine.GameObjects.Environment;
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namespace MudDesigner
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{
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static class Program
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{
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public static Designer Designer{ get; set; }
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internal static Form CurrentEditor { get; set; }
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main()
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{
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//Setup default application properties
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Application.EnableVisualStyles();
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Application.SetCompatibleTextRenderingDefault(false);
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//Run the toolkit
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Designer = new Designer();
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MessageBox.Show("Please note that objects are auto-saved, but they are only saved after the objects name has been changed from the default value of 'New Object'", "Mud Designer");
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Application.Run(Designer);
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}
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}
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}
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