- Door Linking implementation started. - Duplicate directions are not allowed within a Room - If a User enters the name of a non-existing Room for linking to a Doorway, the Designer generates that Room for the User. - Room Editor now refreshes it's list of Rooms after the Doorway Manager closes so that auto generated Rooms are displayed. - Added new Doorway Manager UI Engine: - Added Door.DoorwayExist() method to the Door class.
60 lines
1.4 KiB
C#
60 lines
1.4 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.Xml.Serialization;
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using System.ComponentModel;
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using MudDesigner.MudEngine.UITypeEditors;
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using MudDesigner.MudEngine.GameObjects.Items;
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namespace MudDesigner.MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(BaseItem))]
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[Serializable]
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public class Door
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{
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[Category("Door Settings")]
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[DefaultValue(false)]
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public bool IsLocked
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[Browsable(false)]
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public BaseItem RequiredKey
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{
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get;
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set;
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}
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[Category("Door Settings")]
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[DefaultValue(0)]
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public int LevelRequirement
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{
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get;
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set;
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}
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[Category("Door Settings")]
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public AvailableTravelDirections TravelDirection { get; set; }
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public string ConnectedRoom { get; set; }
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public Door()
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{
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LevelRequirement = 0;
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IsLocked = false;
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RequiredKey = new BaseItem();
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}
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public Door(AvailableTravelDirections travelDirection, string connectedRoom)
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: this()
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{
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ConnectedRoom = connectedRoom;
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TravelDirection = travelDirection;
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}
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}
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}
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