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Main/Assets/Code/Logic/_NetMessage/Handlers/IHandleMsgResult_MSG_Fight.cs

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2025-01-25 04:38:09 +08:00
using ProtoBuf;
using Thousandto.Plugins.Common;
namespace Thousandto.Code.Logic.Network
{
/// <summary>
/// 定义消息的回调方法,便于实现
/// </summary>
public partial interface IHandleMsgResult
{
void GS2U_ResUseSkill(MSG_Fight.ResUseSkill result);
void GS2U_ResPlayLockTrajectory(MSG_Fight.ResPlayLockTrajectory result);
void GS2U_ResPlaySimpleSkillObject(MSG_Fight.ResPlaySimpleSkillObject result);
void GS2U_ResPlaySkillObject(MSG_Fight.ResPlaySkillObject result);
void GS2U_ResPlaySelfMove(MSG_Fight.ResPlaySelfMove result);
void GS2U_ResPlayHitEffect(MSG_Fight.ResPlayHitEffect result);
void GS2U_ResObjDead(MSG_Fight.ResObjDead result);
void GS2U_ResHpChange(MSG_Fight.ResHpChange result);
void GS2U_ResWakanChange(MSG_Fight.ResWakanChange result);
void GS2U_ResRollMove(MSG_Fight.ResRollMove result);
void GS2U_ResUpdateFightState(MSG_Fight.ResUpdateFightState result);
void GS2U_ResUseSkillError(MSG_Fight.ResUseSkillError result);
void GS2U_ResChangeAttackDirRes(MSG_Fight.ResChangeAttackDirRes result);
void GS2U_ResMonsterHpChange(MSG_Fight.ResMonsterHpChange result);
void GS2U_ResFlyPetCloneAttack(MSG_Fight.ResFlyPetCloneAttack result);
}
}