public async Task CEventRemainTime(GSSession session, CEventRemainTime message) { var res = new SEventRemainTime { EventType = message.EventType }; switch (message.EventType) { case EventEnterType.DevilSquare: var evds = Program.EventManager.GetEvent <DevilSquares>(); res.RemainTime = evds.RemainTime; res.EnteredUser = evds.Count; break; case EventEnterType.BloodCastle: var evbc = Program.EventManager.GetEvent <DevilSquares>(); res.RemainTime = evbc.RemainTime; break; case EventEnterType.ChaosCastle: var ev = Program.EventManager.GetEvent <ChaosCastles>(); res.RemainTime = ev.RemainTime; res.EnteredUser = ev.Count; break; case EventEnterType.IllusionTemple: res.RemainTime = 0; break; } await session.SendAsync(res); }
public void CEventRemainTime(GSSession session, CEventRemainTime message) { var res = new SEventRemainTime { EventType = message.EventType }; switch (message.EventType) { case EventEnterType.DevilSquare: res.RemainTime = 0; break; case EventEnterType.BloodCastle: res.RemainTime = BloodCastles.RemainTime(); break; case EventEnterType.ChaosCastle: res.RemainTime = 0; break; case EventEnterType.IllusionTemple: res.RemainTime = 0; break; } session.SendAsync(res); }