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_ResEnterMap(MSG_Map.ResEnterMap result); void GS2U_ResRoundObjs(MSG_Map.ResRoundObjs result); void GS2U_ResMapPlayer(MSG_Map.ResMapPlayer result); void GS2U_ResRoundNpcDisappear(MSG_Map.ResRoundNpcDisappear result); void GS2U_ResStopMove(MSG_Map.ResStopMove result); void GS2U_ResMoveTo(MSG_Map.ResMoveTo result); void GS2U_ResJump(MSG_Map.ResJump result); void GS2U_ResPlayerDisappear(MSG_Map.ResPlayerDisappear result); void GS2U_ResRoundNpcInfo(MSG_Map.ResRoundNpcInfo result); void GS2U_ResMapMonster(MSG_Map.ResMapMonster result); void GS2U_ResMonsterDisappear(MSG_Map.ResMonsterDisappear result); void GS2U_ResDirMove(MSG_Map.ResDirMove result); void GS2U_ResMapGatherInfo(MSG_Map.ResMapGatherInfo result); void GS2U_ResGatherDisappear(MSG_Map.ResGatherDisappear result); void GS2U_ResBreakGather(MSG_Map.ResBreakGather result); void GS2U_ResRelive(MSG_Map.ResRelive result); void GS2U_ResMoveSpeedChange(MSG_Map.ResMoveSpeedChange result); void GS2U_ResAttackspeedChange(MSG_Map.ResAttackspeedChange result); void GS2U_ResLineList(MSG_Map.ResLineList result); void GS2U_ResPlayerCloakChange(MSG_Map.ResPlayerCloakChange result); void GS2U_ResPetBirth(MSG_Map.ResPetBirth result); void GS2U_ResPetDisappear(MSG_Map.ResPetDisappear result); void GS2U_ResJumpBlock(MSG_Map.ResJumpBlock result); void GS2U_ResBlockDoors(MSG_Map.ResBlockDoors result); void GS2U_ResUpdateBlockDoor(MSG_Map.ResUpdateBlockDoor result); void GS2U_ResMagicBirth(MSG_Map.ResMagicBirth result); void GS2U_ResMagicClean(MSG_Map.ResMagicClean result); void GS2U_ResUpdateCamp(MSG_Map.ResUpdateCamp result); void GS2U_ResMonsterPos(MSG_Map.ResMonsterPos result); void GS2U_ResMonsterDieGetItem(MSG_Map.ResMonsterDieGetItem result); void GS2U_ResBeginGather(MSG_Map.ResBeginGather result); void GS2U_ResEndGather(MSG_Map.ResEndGather result); void GS2U_ResUpdateMoveState(MSG_Map.ResUpdateMoveState result); void GS2U_ResPlayEffect(MSG_Map.ResPlayEffect result); void GS2U_ResRoleStatue(MSG_Map.ResRoleStatue result); void GS2U_ResCityFlag(MSG_Map.ResCityFlag result); void GS2U_ResJumpTransport(MSG_Map.ResJumpTransport result); void GS2U_ResJumpDown(MSG_Map.ResJumpDown result); void GS2U_ResBonfireBirth(MSG_Map.ResBonfireBirth result); void GS2U_ResBonfireClean(MSG_Map.ResBonfireClean result); void GS2U_ResMonsterDieGetCoin(MSG_Map.ResMonsterDieGetCoin result); void GS2U_ResPetHpChange(MSG_Map.ResPetHpChange result); void GS2U_ResMonsterDropMark(MSG_Map.ResMonsterDropMark result); void GS2U_ResTombstoneBirth(MSG_Map.ResTombstoneBirth result); void GS2U_ResTombstoneClean(MSG_Map.ResTombstoneClean result); void GS2U_ResGroundBuffBirth(MSG_Map.ResGroundBuffBirth result); void GS2U_ResGroundBuffClean(MSG_Map.ResGroundBuffClean result); void GS2U_ResGroundBuffStar(MSG_Map.ResGroundBuffStar result); void GS2U_ResShowMonsterPop(MSG_Map.ResShowMonsterPop result); void GS2U_ResPlayCinematic(MSG_Map.ResPlayCinematic result); void GS2U_ResNotCanGather(MSG_Map.ResNotCanGather result); void GS2U_ResShiHaiBroadcast(MSG_Map.ResShiHaiBroadcast result); void GS2U_ResVipLvBroadCast(MSG_Map.ResVipLvBroadCast result); void GS2U_ResGuildInfoBroadCast(MSG_Map.ResGuildInfoBroadCast result); void GS2U_ResFabaoInfoBroadCast(MSG_Map.ResFabaoInfoBroadCast result); void GS2U_ResSpiritIdBroadCast(MSG_Map.ResSpiritIdBroadCast result); void GS2U_ResHuaxinFlySwordBroadCast(MSG_Map.ResHuaxinFlySwordBroadCast result); void GS2U_ResChildCallInfo(MSG_Map.ResChildCallInfo result); void GS2U_ResPlayerPlayVfx(MSG_Map.ResPlayerPlayVfx result); void GS2U_ResSoulEquipChange(MSG_Map.ResSoulEquipChange result); } }