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_ResFriendList(MSG_Friend.ResFriendList result); void GS2U_ResAddFriendSuccess(MSG_Friend.ResAddFriendSuccess result); void GS2U_ResDeleteRelationSuccess(MSG_Friend.ResDeleteRelationSuccess result); void GS2U_ResDimSelectList(MSG_Friend.ResDimSelectList result); void GS2U_ResIntimacyChange(MSG_Friend.ResIntimacyChange result); void GS2U_G2SReqAddRelation(MSG_Friend.G2SReqAddRelation result); void GS2U_S2GResAddRelation(MSG_Friend.S2GResAddRelation result); void GS2U_G2SReqDeleteRelation(MSG_Friend.G2SReqDeleteRelation result); void GS2U_S2GResDeleteRelation(MSG_Friend.S2GResDeleteRelation result); void GS2U_ResAddFriendApprovalToTarget(MSG_Friend.ResAddFriendApprovalToTarget result); void GS2U_ResAddFriendApproval(MSG_Friend.ResAddFriendApproval result); void GS2U_ResAddFriendApprovalList(MSG_Friend.ResAddFriendApprovalList result); void GS2U_ResFriendShipPointCommonInfo(MSG_Friend.ResFriendShipPointCommonInfo result); void GS2U_ResFriendShipInfo(MSG_Friend.ResFriendShipInfo result); void GS2U_ResFriendNpcList(MSG_Friend.ResFriendNpcList result); void GS2U_G2SReqAddFriendApproval(MSG_Friend.G2SReqAddFriendApproval result); void GS2U_S2GResAddFriendApproval(MSG_Friend.S2GResAddFriendApproval result); void GS2U_G2SReqAddFriendAnswer(MSG_Friend.G2SReqAddFriendAnswer result); void GS2U_S2GResAddFriendAnswer(MSG_Friend.S2GResAddFriendAnswer result); void GS2U_G2SReqGiveFriendShipPoint(MSG_Friend.G2SReqGiveFriendShipPoint result); void GS2U_S2GReqGiveFriendShipPoint(MSG_Friend.S2GReqGiveFriendShipPoint result); } }