using ProtoBuf;
using Thousandto.Plugins.Common;

namespace Thousandto.Code.Logic.Network
{

    /// <summary>
    /// 实现消息的回调方法
    /// </summary>
    public partial class HandleMsgResult : IHandleMsgResult
    {
        public void GS2U_ResFollowDeviBoss( MSG_DevilSeries.ResFollowDeviBoss result ){}
        public void GS2U_ResOpenDeviBossPanel( MSG_DevilSeries.ResOpenDeviBossPanel result ){ }
        public void GS2U_ResEnterDeviBossMap(MSG_DevilSeries.ResEnterDeviBossMap result) { }
        public void GS2U_ResCreateDeviBossMapResult( MSG_DevilSeries.ResCreateDeviBossMapResult result ){}
        public void GS2U_ResSynDeviBossIntegral( MSG_DevilSeries.ResSynDeviBossIntegral result ){}
        public void GS2U_ResDevilCardList(MSG_DevilSeries.ResDevilCardList result) { }
        public void GS2U_ResDevilEquipWear(MSG_DevilSeries.ResDevilEquipWear result) { }
        public void GS2U_ResDevilCardBreak(MSG_DevilSeries.ResDevilCardBreak result) { }
        public void GS2U_ResDevilCardUp(MSG_DevilSeries.ResDevilCardUp result) { }
        public void GS2U_ResDevilEquipAdd(MSG_DevilSeries.ResDevilEquipAdd result) { }
        public void GS2U_ResDevilEquipDelete(MSG_DevilSeries.ResDevilEquipDelete result) { }
        public void GS2U_ResDevilEquipBagInfos(MSG_DevilSeries.ResDevilEquipBagInfos result) { }
        public void GS2U_ResDevilEquipSynthesis(MSG_DevilSeries.ResDevilEquipSynthesis result) { }
        public void GS2U_ResDevilHunt(MSG_DevilSeries.ResDevilHunt result) { }
        public void GS2U_ResDevilHuntPanel(MSG_DevilSeries.ResDevilHuntPanel result) { }
        public void GS2U_ResDevilCardFightPoint(MSG_DevilSeries.ResDevilCardFightPoint result) { }

        

    }
}