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Main/Assets/Code/Logic/_NetMessage/Handlers/IHandleMsgResult_MSG_Friend.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_ResFriendList(MSG_Friend.ResFriendList result);
void GS2U_ResAddFriendSuccess(MSG_Friend.ResAddFriendSuccess result);
void GS2U_ResDeleteRelationSuccess(MSG_Friend.ResDeleteRelationSuccess result);
void GS2U_ResDimSelectList(MSG_Friend.ResDimSelectList result);
void GS2U_ResIntimacyChange(MSG_Friend.ResIntimacyChange result);
void GS2U_G2SReqAddRelation(MSG_Friend.G2SReqAddRelation result);
void GS2U_S2GResAddRelation(MSG_Friend.S2GResAddRelation result);
void GS2U_G2SReqDeleteRelation(MSG_Friend.G2SReqDeleteRelation result);
void GS2U_S2GResDeleteRelation(MSG_Friend.S2GResDeleteRelation result);
void GS2U_ResAddFriendApprovalToTarget(MSG_Friend.ResAddFriendApprovalToTarget result);
void GS2U_ResAddFriendApproval(MSG_Friend.ResAddFriendApproval result);
void GS2U_ResAddFriendApprovalList(MSG_Friend.ResAddFriendApprovalList result);
void GS2U_ResFriendShipPointCommonInfo(MSG_Friend.ResFriendShipPointCommonInfo result);
void GS2U_ResFriendShipInfo(MSG_Friend.ResFriendShipInfo result);
void GS2U_ResFriendNpcList(MSG_Friend.ResFriendNpcList result);
void GS2U_G2SReqAddFriendApproval(MSG_Friend.G2SReqAddFriendApproval result);
void GS2U_S2GResAddFriendApproval(MSG_Friend.S2GResAddFriendApproval result);
void GS2U_G2SReqAddFriendAnswer(MSG_Friend.G2SReqAddFriendAnswer result);
void GS2U_S2GResAddFriendAnswer(MSG_Friend.S2GResAddFriendAnswer result);
void GS2U_G2SReqGiveFriendShipPoint(MSG_Friend.G2SReqGiveFriendShipPoint result);
void GS2U_S2GReqGiveFriendShipPoint(MSG_Friend.S2GReqGiveFriendShipPoint result);
}
}