private IEnumerator EnemyFailedAction() { if (this.isSendEvent || this.isEnemyFailedAction) { yield break; } this.isEnemyFailedAction = true; base.stateManager.uiControlPvP.HideRetireWindow(); base.stateManager.uiControlPvP.StartEnemyFailedTimer(delegate { base.stateManager.uiControlPvP.HideAlertDialog(); }, BattleUIControlPvP.DialogType.EnemyCount); Dictionary <string, object> data = new Dictionary <string, object>(); PvPOnlineCheck message = new PvPOnlineCheck { uniqueRequestId = Singleton <TCPUtil> .Instance.GetUniqueRequestId() }; data.Add("080110", message); this.returnPvPOnlineCheck = -1; float sendWaitTime = 3f; float sendTotalWaitTime = 0f; while (this.returnPvPOnlineCheck != 1) { if (sendWaitTime >= 3f) { sendWaitTime = 0f; Singleton <TCPUtil> .Instance.SendTCPRequest(data, "activityList"); } if (sendTotalWaitTime >= (float)ConstValue.PVP_BATTLE_ENEMY_RECOVER_TIME) { break; } sendWaitTime += Time.unscaledDeltaTime; sendTotalWaitTime += Time.unscaledDeltaTime; yield return(null); } base.stateManager.uiControlPvP.HideAlertDialog(); if (this.returnPvPOnlineCheck == 1) { } Dictionary <string, object> data2 = new Dictionary <string, object>(); PvPJudgmentCheck message2 = new PvPJudgmentCheck { uniqueRequestId = Singleton <TCPUtil> .Instance.GetUniqueRequestId() }; data2.Add("080120", message2); this.returnPvPJudgmentCheck = -1; while (this.returnPvPJudgmentCheck == -1) { Singleton <TCPUtil> .Instance.SendTCPRequest(data2, "activityList"); yield return(Util.WaitForRealTime(3f)); } this.isEnemyFailedAction = false; yield break; }
private IEnumerator BattleEndActionJudgmentCheck() { Dictionary <string, object> data = new Dictionary <string, object>(); PvPJudgmentCheck message = new PvPJudgmentCheck { uniqueRequestId = Singleton <TCPUtil> .Instance.GetUniqueRequestId() }; data.Add("080120", message); int count = 0; int ReSendCount = ConstValue.PVP_BATTLEEND_JUDGMENTCHECK; while (count < ReSendCount) { this.returnPvPJudgmentCheck = -1; Singleton <TCPUtil> .Instance.SendTCPRequest(data, "activityList"); while (this.returnPvPJudgmentCheck == -1) { yield return(null); } if (this.returnPvPJudgmentCheck != 1) { break; } yield return(Util.WaitForRealTime(3f)); count++; if (count >= ReSendCount) { global::Debug.Log(ReSendCount + "回試合判定を行いました"); break; } } yield break; }