using ProtoBuf; using Thousandto.Plugins.Common; namespace Thousandto.Code.Logic.Network { /// /// 定义消息的回调方法,便于实现 /// public partial interface IHandleMsgResult { void GS2U_ResFollowDeviBoss(MSG_DevilSeries.ResFollowDeviBoss result); void GS2U_ResOpenDeviBossPanel(MSG_DevilSeries.ResOpenDeviBossPanel result); void GS2U_ResEnterDeviBossMap(MSG_DevilSeries.ResEnterDeviBossMap result); void GS2U_ResCreateDeviBossMapResult(MSG_DevilSeries.ResCreateDeviBossMapResult result); void GS2U_ResSynDeviBossIntegral(MSG_DevilSeries.ResSynDeviBossIntegral result); void GS2U_ResDevilCardList(MSG_DevilSeries.ResDevilCardList result); void GS2U_ResDevilEquipWear(MSG_DevilSeries.ResDevilEquipWear result); void GS2U_ResDevilCardBreak(MSG_DevilSeries.ResDevilCardBreak result); void GS2U_ResDevilCardUp(MSG_DevilSeries.ResDevilCardUp result); void GS2U_ResDevilEquipAdd(MSG_DevilSeries.ResDevilEquipAdd result); void GS2U_ResDevilEquipDelete(MSG_DevilSeries.ResDevilEquipDelete result); void GS2U_ResDevilEquipBagInfos(MSG_DevilSeries.ResDevilEquipBagInfos result); void GS2U_ResDevilEquipSynthesis(MSG_DevilSeries.ResDevilEquipSynthesis result); void GS2U_ResDevilCardFightPoint(MSG_DevilSeries.ResDevilCardFightPoint result); void GS2U_ResDevilHunt(MSG_DevilSeries.ResDevilHunt result); void GS2U_ResDevilHuntPanel(MSG_DevilSeries.ResDevilHuntPanel result); } }