44 lines
1.8 KiB
C#
44 lines
1.8 KiB
C#
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using FLogger = UnityEngine.Gonbest.MagicCube.FLogger;
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namespace Thousandto.Code.Logic.Network
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{
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/// <summary>
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/// 实现消息的回调方法
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/// </summary>
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public partial class HandleMsgResult : IHandleMsgResult
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{
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public void GS2U_P2GResBaoMing(MSG_CrossResourceWar.P2GResBaoMing result)
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{
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}
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public void GS2U_ResRWBaoMingState(MSG_CrossResourceWar.ResRWBaoMingState result)
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{
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//GameCenter.CopyMapSystem.GS2U_ResRWBaoMingState( result );
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}
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public void GS2U_P2GRWChangeStateToAllServer(MSG_CrossResourceWar.P2GRWChangeStateToAllServer result) { }
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public void GS2U_ResCrossRWarCloneInfo(MSG_CrossResourceWar.ResCrossRWarCloneInfo result)
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{
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//GameCenter.MapLogicSystem.OnMsgHandle(result);
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}
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public void GS2U_G2PReqRWBaoMing(MSG_CrossResourceWar.G2PReqRWBaoMing result) { }
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public void GS2U_G2PReqRWBaoMingState(MSG_CrossResourceWar.G2PReqRWBaoMingState result) { }
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public void GS2U_ResCrossRWarPlayerkillinfo(MSG_CrossResourceWar.ResCrossRWarPlayerkillinfo result)
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{
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//GameCenter.MapLogicSystem.OnMsgHandle(result);
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}
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public void GS2U_ResCrossRWSecondToBegin(MSG_CrossResourceWar.ResCrossRWSecondToBegin result)
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{
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FLogger.DebugLogError("服务器返回准备倒计时");
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//GameCenter.MapLogicSystem.OnMsgHandle(result);
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}
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public void GS2U_ResCrossRWarAllPlayerinfo(MSG_CrossResourceWar.ResCrossRWarAllPlayerinfo result)
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{
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//GameCenter.MapLogicSystem.OnMsgHandle(result);
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}
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public void GS2U_ResCrossRWShowEnd(MSG_CrossResourceWar.ResCrossRWShowEnd result)
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{
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//GameCenter.MapLogicSystem.OnMsgHandle(result);
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}
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}
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}
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