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Main/Assets/Code/Logic/_NetMessage/Handlers/IHandleMsgResult_MSG_Scuffle.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_ResScuffleWeekInfo(MSG_Scuffle.ResScuffleWeekInfo result);
void GS2U_ResScuffleBattleReport(MSG_Scuffle.ResScuffleBattleReport result);
void GS2U_ResScuffleStatement(MSG_Scuffle.ResScuffleStatement result);
void GS2U_ResStartMacth(MSG_Scuffle.ResStartMacth result);
void GS2U_ResMacthTimeOut(MSG_Scuffle.ResMacthTimeOut result);
void GS2U_G2PReqCrossMatch(MSG_Scuffle.G2PReqCrossMatch result);
void GS2U_P2GResBattleTeamMatchSuccess(MSG_Scuffle.P2GResBattleTeamMatchSuccess result);
void GS2U_G2PReqCrossMatchOff(MSG_Scuffle.G2PReqCrossMatchOff result);
void GS2U_P2GResCrossleMatchSuccess(MSG_Scuffle.P2GResCrossleMatchSuccess result);
void GS2U_P2GResCrossleMatchFailure(MSG_Scuffle.P2GResCrossleMatchFailure result);
void GS2U_F2GScuffleCloneEnd(MSG_Scuffle.F2GScuffleCloneEnd result);
void GS2U_F2GKingFightCloneEnd(MSG_Scuffle.F2GKingFightCloneEnd result);
void GS2U_F2GKingUnionCloneEnd(MSG_Scuffle.F2GKingUnionCloneEnd result);
void GS2U_P2GResKingFightCrossRank(MSG_Scuffle.P2GResKingFightCrossRank result);
void GS2U_F2PReqKingFightEnd(MSG_Scuffle.F2PReqKingFightEnd result);
void GS2U_G2PReqCrossBattleTeamRank(MSG_Scuffle.G2PReqCrossBattleTeamRank result);
void GS2U_G2PReqBattleTeamRank(MSG_Scuffle.G2PReqBattleTeamRank result);
void GS2U_P2GResCrossBattleTeamRank(MSG_Scuffle.P2GResCrossBattleTeamRank result);
void GS2U_G2PReqEnterCopy(MSG_Scuffle.G2PReqEnterCopy result);
void GS2U_ResEnroll(MSG_Scuffle.ResEnroll result);
void GS2U_ResReadyEnter(MSG_Scuffle.ResReadyEnter result);
void GS2U_ResCopyMapInfo(MSG_Scuffle.ResCopyMapInfo result);
void GS2U_ResOverRing(MSG_Scuffle.ResOverRing result);
void GS2U_ResTimeState(MSG_Scuffle.ResTimeState result);
void GS2U_ResOpenKingFights(MSG_Scuffle.ResOpenKingFights result);
void GS2U_ResBuyKingFightNum(MSG_Scuffle.ResBuyKingFightNum result);
void GS2U_ResFeatsReward(MSG_Scuffle.ResFeatsReward result);
void GS2U_ResCrossServerRank(MSG_Scuffle.ResCrossServerRank result);
void GS2U_ResDailyReceive(MSG_Scuffle.ResDailyReceive result);
void GS2U_ResDailyNumReceive(MSG_Scuffle.ResDailyNumReceive result);
void GS2U_ResKingFightcloneEnd(MSG_Scuffle.ResKingFightcloneEnd result);
void GS2U_ResCreateBattleTeam(MSG_Scuffle.ResCreateBattleTeam result);
void GS2U_ResInvitedJoinBattleTeam(MSG_Scuffle.ResInvitedJoinBattleTeam result);
void GS2U_ResTransferLeader(MSG_Scuffle.ResTransferLeader result);
void GS2U_ResKickedOutBattleTeam(MSG_Scuffle.ResKickedOutBattleTeam result);
void GS2U_ResDissolutionBattleTeamNotice(MSG_Scuffle.ResDissolutionBattleTeamNotice result);
void GS2U_ResQuitBattleTeam(MSG_Scuffle.ResQuitBattleTeam result);
void GS2U_ResSynBattleTeamInfo(MSG_Scuffle.ResSynBattleTeamInfo result);
void GS2U_ResApplyJoinBattleTeam(MSG_Scuffle.ResApplyJoinBattleTeam result);
void GS2U_ResApplyJoinBattleTeamNotice(MSG_Scuffle.ResApplyJoinBattleTeamNotice result);
void GS2U_ResOpenBattleTeamApplyList(MSG_Scuffle.ResOpenBattleTeamApplyList result);
void GS2U_ResOpenBattleTeamList(MSG_Scuffle.ResOpenBattleTeamList result);
void GS2U_ResReceiveRawardBox(MSG_Scuffle.ResReceiveRawardBox result);
void GS2U_ResOpenBattleTeamPannel(MSG_Scuffle.ResOpenBattleTeamPannel result);
void GS2U_ResMacthRole(MSG_Scuffle.ResMacthRole result);
void GS2U_ResFriendList(MSG_Scuffle.ResFriendList result);
void GS2U_ResBuyKingUnion(MSG_Scuffle.ResBuyKingUnion result);
void GS2U_ResReceiveKingUnionRawarBox(MSG_Scuffle.ResReceiveKingUnionRawarBox result);
void GS2U_ResBattleTeamRank(MSG_Scuffle.ResBattleTeamRank result);
void GS2U_ResBattleTeamMacth(MSG_Scuffle.ResBattleTeamMacth result);
void GS2U_ResBattleTeamCloneEnd(MSG_Scuffle.ResBattleTeamCloneEnd result);
}
}