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_ResScuffleWeekInfo(MSG_Scuffle.ResScuffleWeekInfo result); void GS2U_ResScuffleBattleReport(MSG_Scuffle.ResScuffleBattleReport result); void GS2U_ResScuffleStatement(MSG_Scuffle.ResScuffleStatement result); void GS2U_ResStartMacth(MSG_Scuffle.ResStartMacth result); void GS2U_ResMacthTimeOut(MSG_Scuffle.ResMacthTimeOut result); void GS2U_G2PReqCrossMatch(MSG_Scuffle.G2PReqCrossMatch result); void GS2U_P2GResBattleTeamMatchSuccess(MSG_Scuffle.P2GResBattleTeamMatchSuccess result); void GS2U_G2PReqCrossMatchOff(MSG_Scuffle.G2PReqCrossMatchOff result); void GS2U_P2GResCrossleMatchSuccess(MSG_Scuffle.P2GResCrossleMatchSuccess result); void GS2U_P2GResCrossleMatchFailure(MSG_Scuffle.P2GResCrossleMatchFailure result); void GS2U_F2GScuffleCloneEnd(MSG_Scuffle.F2GScuffleCloneEnd result); void GS2U_F2GKingFightCloneEnd(MSG_Scuffle.F2GKingFightCloneEnd result); void GS2U_F2GKingUnionCloneEnd(MSG_Scuffle.F2GKingUnionCloneEnd result); void GS2U_P2GResKingFightCrossRank(MSG_Scuffle.P2GResKingFightCrossRank result); void GS2U_F2PReqKingFightEnd(MSG_Scuffle.F2PReqKingFightEnd result); void GS2U_G2PReqCrossBattleTeamRank(MSG_Scuffle.G2PReqCrossBattleTeamRank result); void GS2U_G2PReqBattleTeamRank(MSG_Scuffle.G2PReqBattleTeamRank result); void GS2U_P2GResCrossBattleTeamRank(MSG_Scuffle.P2GResCrossBattleTeamRank result); void GS2U_G2PReqEnterCopy(MSG_Scuffle.G2PReqEnterCopy result); void GS2U_ResEnroll(MSG_Scuffle.ResEnroll result); void GS2U_ResReadyEnter(MSG_Scuffle.ResReadyEnter result); void GS2U_ResCopyMapInfo(MSG_Scuffle.ResCopyMapInfo result); void GS2U_ResOverRing(MSG_Scuffle.ResOverRing result); void GS2U_ResTimeState(MSG_Scuffle.ResTimeState result); void GS2U_ResOpenKingFights(MSG_Scuffle.ResOpenKingFights result); void GS2U_ResBuyKingFightNum(MSG_Scuffle.ResBuyKingFightNum result); void GS2U_ResFeatsReward(MSG_Scuffle.ResFeatsReward result); void GS2U_ResCrossServerRank(MSG_Scuffle.ResCrossServerRank result); void GS2U_ResDailyReceive(MSG_Scuffle.ResDailyReceive result); void GS2U_ResDailyNumReceive(MSG_Scuffle.ResDailyNumReceive result); void GS2U_ResKingFightcloneEnd(MSG_Scuffle.ResKingFightcloneEnd result); void GS2U_ResCreateBattleTeam(MSG_Scuffle.ResCreateBattleTeam result); void GS2U_ResInvitedJoinBattleTeam(MSG_Scuffle.ResInvitedJoinBattleTeam result); void GS2U_ResTransferLeader(MSG_Scuffle.ResTransferLeader result); void GS2U_ResKickedOutBattleTeam(MSG_Scuffle.ResKickedOutBattleTeam result); void GS2U_ResDissolutionBattleTeamNotice(MSG_Scuffle.ResDissolutionBattleTeamNotice result); void GS2U_ResQuitBattleTeam(MSG_Scuffle.ResQuitBattleTeam result); void GS2U_ResSynBattleTeamInfo(MSG_Scuffle.ResSynBattleTeamInfo result); void GS2U_ResApplyJoinBattleTeam(MSG_Scuffle.ResApplyJoinBattleTeam result); void GS2U_ResApplyJoinBattleTeamNotice(MSG_Scuffle.ResApplyJoinBattleTeamNotice result); void GS2U_ResOpenBattleTeamApplyList(MSG_Scuffle.ResOpenBattleTeamApplyList result); void GS2U_ResOpenBattleTeamList(MSG_Scuffle.ResOpenBattleTeamList result); void GS2U_ResReceiveRawardBox(MSG_Scuffle.ResReceiveRawardBox result); void GS2U_ResOpenBattleTeamPannel(MSG_Scuffle.ResOpenBattleTeamPannel result); void GS2U_ResMacthRole(MSG_Scuffle.ResMacthRole result); void GS2U_ResFriendList(MSG_Scuffle.ResFriendList result); void GS2U_ResBuyKingUnion(MSG_Scuffle.ResBuyKingUnion result); void GS2U_ResReceiveKingUnionRawarBox(MSG_Scuffle.ResReceiveKingUnionRawarBox result); void GS2U_ResBattleTeamRank(MSG_Scuffle.ResBattleTeamRank result); void GS2U_ResBattleTeamMacth(MSG_Scuffle.ResBattleTeamMacth result); void GS2U_ResBattleTeamCloneEnd(MSG_Scuffle.ResBattleTeamCloneEnd result); } }