/// <summary> /// 获取玩家状态与传入枚举“&”操作后不为零的玩家数组 /// </summary> public Character[] GetPlayers(客户端阶段枚举 enums) { lock (_sync_players) { var result = from player in _players where (int)(player.Value.当前阶段 & enums) > 0 select player.Value; return(result.ToArray()); } }
/// <summary> /// 获取玩家状态与传入枚举“&”操作后不为零的玩家数量 /// </summary> public int GetPlayersCount(客户端阶段枚举 enums) { int playerCount; lock (_sync_players) { playerCount = _players.Count(kvp => { var player = kvp.Value; return((int)(player.当前阶段 & enums) > 0); }); } return(playerCount); }
/// <summary> /// 获取玩家状态与传入枚举“&”操作后不为零的玩家数组 /// </summary> public Character[] GetPlayers(客户端阶段枚举 enums) { lock (_sync_players) { var result = from player in _players where (int)(player.Value.当前阶段 & enums) > 0 select player.Value; return result.ToArray(); } }
/// <summary> /// 获取玩家状态与传入枚举“&”操作后不为零的玩家数量 /// </summary> public int GetPlayersCount(客户端阶段枚举 enums) { int playerCount; lock (_sync_players) { playerCount = _players.Count(kvp => { var player = kvp.Value; return (int)(player.当前阶段 & enums) > 0; }); } return playerCount; }