Beispiel #1
0
 /// <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());
     }
 }
Beispiel #2
0
        /// <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;
 }