protected override void Dispose() { base.Dispose(); foreach (BattlegroundTeam team in this._teams) { team.Dispose(); } this._parentQueue = (GlobalBattlegroundQueue)null; }
protected override void Dispose() { base.Dispose(); foreach (var team in _teams) { team.Dispose(); } _parentQueue = null; }
/// <summary> /// /// </summary> /// <param name="bm"></param> /// <param name="chr"></param> public static void TalkToBattlemaster(this NPC bm, Character chr) { chr.OnInteract(bm); BattlegroundTemplate templ = bm.Entry.BattlegroundTemplate; if (templ != null) { GlobalBattlegroundQueue queue = templ.GetQueue(chr.Level); if (queue != null) { BattlegroundHandler.SendBattlefieldList(chr, queue); } } }
/// <summary> /// /// </summary> /// <param name="bm"></param> /// <param name="chr"></param> public static void TalkToBattlemaster(this NPC bm, Character chr) { chr.OnInteract((WorldObject)bm); BattlegroundTemplate battlegroundTemplate = bm.Entry.BattlegroundTemplate; if (battlegroundTemplate == null) { return; } GlobalBattlegroundQueue queue = battlegroundTemplate.GetQueue(chr.Level); if (queue == null) { return; } BattlegroundHandler.SendBattlefieldList(chr, queue); }
/// <summary> /// Tries to enqueue the given character or his whole group for the given battleground. /// </summary> /// <param name="chr">the character who enqueued</param> /// <param name="asGroup">whether or not to enqueue the character or his/her group</param> public void TryEnqueue(Character chr, bool asGroup, uint instanceId, BattlegroundSide side) { if (instanceId != 0U) { GlobalBattlegroundQueue queue = this.GetQueue(chr); if (queue == null) { return; } Battleground battleground = queue.GetBattleground(instanceId); if (battleground == null || !battleground.HasQueue) { return; } battleground.TryJoin(chr, asGroup, side); } else { this.GetQueue(chr).GetTeamQueue(side).Enqueue(chr, asGroup); } }
public GlobalBGTeamQueue(GlobalBattlegroundQueue parentQueue, BattlegroundSide side) : base(parentQueue, side) { }
private void AddQueue(GlobalBattlegroundQueue queue) { this.Queues[queue.BracketId] = queue; }
void AddQueue(GlobalBattlegroundQueue queue) { Queues[queue.BracketId] = queue; }