protected void OnQueuePopUpdated(GameDTO game) { var states = new QueuePopPlayerState[game.StatusOfParticipants.Length]; for (int i = 0; i < game.StatusOfParticipants.Length; i++) { switch (game.StatusOfParticipants[i]) { case '0': states[i] = QueuePopPlayerState.None; break; case '1': states[i] = QueuePopPlayerState.Accepted; break; case '2': states[i] = QueuePopPlayerState.Declined; break; } } }
protected void OnQueuePopUpdated(GameDTO game) { var states = new QueuePopPlayerState[game.StatusOfParticipants.Length]; for (int i = 0; i < game.StatusOfParticipants.Length; i++) { switch (game.StatusOfParticipants[i]) { case '0': states[i] = QueuePopPlayerState.None; break; case '1': states[i] = QueuePopPlayerState.Accepted; break; case '2': states[i] = QueuePopPlayerState.Declined; break; } } }