Remove custom OptionalType and use the default c# nullable type.

This commit is contained in:
hondacrx
2022-03-01 17:27:56 -05:00
parent cc08afe269
commit c14f1eb3dc
89 changed files with 924 additions and 976 deletions
+6 -5
View File
@@ -17,9 +17,10 @@
using Framework.Constants;
using Framework.Dynamic;
using Game.BattleGrounds;
using Game.Entities;
using Game.Networking.Packets;
using Game.BattleGrounds;
using System;
namespace Game.Arenas
{
@@ -95,7 +96,7 @@ namespace Game.Arenas
DoorOpen(RingofValorObjectTypes.Elevator1);
DoorOpen(RingofValorObjectTypes.Elevator2);
_events.ScheduleEvent(RingofValorEvents.OpenFences, 20133);
_events.ScheduleEvent(RingofValorEvents.OpenFences, TimeSpan.FromSeconds(20));
// Should be false at first, TogglePillarCollision will do it.
TogglePillarCollision(true);
@@ -141,17 +142,17 @@ namespace Game.Arenas
// Open fire (only at game start)
for (byte i = RingofValorObjectTypes.Fire1; i <= RingofValorObjectTypes.Firedoor2; ++i)
DoorOpen(i);
_events.ScheduleEvent(RingofValorEvents.CloseFire, 5000);
_events.ScheduleEvent(RingofValorEvents.CloseFire, TimeSpan.FromSeconds(5));
break;
case RingofValorEvents.CloseFire:
for (byte i = RingofValorObjectTypes.Fire1; i <= RingofValorObjectTypes.Firedoor2; ++i)
DoorClose(i);
// Fire got closed after five seconds, leaves twenty seconds before toggling pillars
_events.ScheduleEvent(RingofValorEvents.SwitchPillars, 20000);
_events.ScheduleEvent(RingofValorEvents.SwitchPillars, TimeSpan.FromSeconds(20));
break;
case RingofValorEvents.SwitchPillars:
TogglePillarCollision(true);
_events.Repeat(25000);
_events.Repeat(TimeSpan.FromSeconds(25));
break;
}
});