- 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.
97 lines
2.7 KiB
C#
97 lines
2.7 KiB
C#
using System;
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using System.Collections;
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using System.ComponentModel;
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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.Drawing.Design;
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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(Door))]
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public class Room : BaseObject
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{
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[Category("Environment Information")]
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[Description("Shows what rooms are currently created and linked to within this Room.")]
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[ReadOnly(true)]
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public string InstalledDoorways
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{
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get
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{
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string installed = "";
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if (this.Doorways.Count != 0)
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{
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foreach (Door d in Doorways)
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{
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installed += d.TravelDirection.ToString() + ",";
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}
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if (Doorways.Count >= 2)
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{
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installed = installed.Substring(0, installed.Length - 1);
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}
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return installed;
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}
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else
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return "None Installed.";
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}
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}
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[Category("Environment Information")]
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[Description("Allows for linking of Rooms together via Doorways")]
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[EditorAttribute(typeof(UIDoorwayEditor), typeof(UITypeEditor))]
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[RefreshProperties(RefreshProperties.All)]
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public List<Door> Doorways
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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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[Description("This is the Zone that the Room is currently assigned to.")]
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[Category("Environment Information")]
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public string Zone
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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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[Description("This is the Realm that the Room belongs to.")]
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[Category("Environment Information")]
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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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[DefaultValue(false)]
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[Description("Determins if the Player can be attacked within this Room or not.")]
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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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public Room()
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{
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Doorways = new List<Door>();
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IsSafe = false;
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}
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public bool DoorwayExist(string travelDirection)
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{
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foreach (Door door in Doorways)
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{
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if (door.TravelDirection.ToString().ToLower() == travelDirection.ToLower())
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return true;
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}
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return false;
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}
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}
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}
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