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