private static void SetRaining(int intensity, int angel) { foreach (var player in GameWorld.Maps.Values.SelectMany(map => map.Entities.Values.OfType <Player>())) { player.Send(MsgWeather.Create(WeatherType.Rain, intensity, angel, 0)); } }
public static void SetWeatherFor(Player player) { if (_currentWeather?.weather?.First() == null) { return; } switch (_currentWeather.weather.First().main) { case "Rain": player.Send(MsgWeather.Create(WeatherType.Rain, 150, (int)_currentWeather.wind.deg, 0)); break; case "Snow": player.Send(MsgWeather.Create(WeatherType.Snow, 150, (int)_currentWeather.wind.deg, 0)); break; default: { player.Send(MsgWeather.Create(WeatherType.Atoms, 150, (int)_currentWeather.wind.deg, 0)); break; } } player.Send(MsgText.Create("WeatherSystem", player.Name, $"Weather set to: {_currentWeather.weather.First().main} - Intensity: {150} - Angel: {_currentWeather.wind.deg}", MsgTextType.Talk)); }