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) { } } }