private IEnumerator RevivalSync()
 {
     base.stateManager.uiControlMulti.ShowLoading(false);
     base.stateManager.uiControl.SetTouchEnable(false);
     while (base.stateManager.multiFunction.isSendCharacterRevival)
     {
         yield return(null);
     }
     if (base.stateManager.multiFunction.IsOwner)
     {
         EnemyTurnSyncData message = new EnemyTurnSyncData
         {
             playerUserId = ClassSingleton <MultiBattleData> .Instance.MyPlayerUserId,
             hashValue    = Singleton <TCPUtil> .Instance.CreateHash(TCPMessageType.EnemyTurnSync, ClassSingleton <MultiBattleData> .Instance.MyPlayerUserId, TCPMessageType.None)
         };
         IEnumerator wait = base.stateManager.multiBasicFunction.SendMessageInsistently <EnemyTurnSyncData>(TCPMessageType.EnemyTurnSync, message, 2f);
         while (wait.MoveNext())
         {
             object obj = wait.Current;
             yield return(obj);
         }
     }
     else
     {
         IEnumerator waitAllPlayers = base.stateManager.multiFunction.WaitAllPlayers(TCPMessageType.EnemyTurnSync);
         while (waitAllPlayers.MoveNext())
         {
             object obj2 = waitAllPlayers.Current;
             yield return(obj2);
         }
     }
     base.stateManager.uiControl.SetTouchEnable(true);
     base.stateManager.uiControlMulti.HideLoading();
     yield break;
 }
    private void RecieveEnemyTurnSync(TCPMessageType tcpMessageType, object messageObj)
    {
        global::Debug.Log("EnemyTurnSync: 受信");
        EnemyTurnSyncData enemyTurnSyncData = TCPData <EnemyTurnSyncData> .Convert(messageObj);

        if (base.CheckRecieveData(enemyTurnSyncData.playerUserId, enemyTurnSyncData.hashValue))
        {
            return;
        }
        this.lastAction[TCPMessageType.EnemyTurnSync] = delegate()
        {
            this.recieveChecks[TCPMessageType.EnemyTurnSync] = true;
        };
        base.SendConfirmationDisconnected(tcpMessageType, enemyTurnSyncData.playerUserId, string.Empty);
    }
 private IEnumerator BattleEndActionSync()
 {
     if (base.IsOwner)
     {
         EnemyTurnSyncData message = new EnemyTurnSyncData
         {
             playerUserId = ClassSingleton <MultiBattleData> .Instance.MyPlayerUserId,
             hashValue    = Singleton <TCPUtil> .Instance.CreateHash(TCPMessageType.EnemyTurnSync, ClassSingleton <MultiBattleData> .Instance.MyPlayerUserId, TCPMessageType.None)
         };
         float sendWaitTime = 2f;
         float waitingCount = 0f;
         for (;;)
         {
             if (sendWaitTime >= 2f)
             {
                 sendWaitTime = 0f;
                 base.SendMessageForSyncDisconnected(TCPMessageType.EnemyTurnSync, message);
             }
             if (waitingCount >= 45f || this.confirmationChecks[TCPMessageType.EnemyTurnSync].Count == base.otherUserCount)
             {
                 break;
             }
             sendWaitTime += Time.unscaledDeltaTime;
             waitingCount += Time.unscaledDeltaTime;
             yield return(null);
         }
         LastConfirmationData message2 = new LastConfirmationData
         {
             playerUserId   = ClassSingleton <MultiBattleData> .Instance.MyPlayerUserId,
             hashValue      = Singleton <TCPUtil> .Instance.CreateHash(TCPMessageType.LastConfirmation, ClassSingleton <MultiBattleData> .Instance.MyPlayerUserId, TCPMessageType.EnemyTurnSync),
             tcpMessageType = TCPMessageType.EnemyTurnSync.ToInteger()
         };
         base.SendMessageForSync(TCPMessageType.LastConfirmation, message2);
         this.confirmationChecks[TCPMessageType.EnemyTurnSync].Clear();
     }
     else
     {
         float waitingCount2 = 0f;
         while (waitingCount2 < 45f && !this.recieveChecks[TCPMessageType.EnemyTurnSync])
         {
             waitingCount2 += Time.unscaledDeltaTime;
             yield return(null);
         }
         this.recieveChecks[TCPMessageType.EnemyTurnSync] = false;
     }
     yield break;
 }