using FLogger = UnityEngine.Gonbest.MagicCube.FLogger;

namespace Thousandto.Code.Logic.Network
{

    /// <summary>
    /// 实现消息的回调方法
    /// </summary>
    public partial class HandleMsgResult : IHandleMsgResult
    {
        public void GS2U_P2GResBaoMing(MSG_CrossResourceWar.P2GResBaoMing result)
        {
        }
        public void GS2U_ResRWBaoMingState(MSG_CrossResourceWar.ResRWBaoMingState result)
        {
            //GameCenter.CopyMapSystem.GS2U_ResRWBaoMingState( result );
        }
        public void GS2U_P2GRWChangeStateToAllServer(MSG_CrossResourceWar.P2GRWChangeStateToAllServer result) { }
        public void GS2U_ResCrossRWarCloneInfo(MSG_CrossResourceWar.ResCrossRWarCloneInfo result)
        {
            //GameCenter.MapLogicSystem.OnMsgHandle(result);
        }
        public void GS2U_G2PReqRWBaoMing(MSG_CrossResourceWar.G2PReqRWBaoMing result) { }
        public void GS2U_G2PReqRWBaoMingState(MSG_CrossResourceWar.G2PReqRWBaoMingState result) { }
        public void GS2U_ResCrossRWarPlayerkillinfo(MSG_CrossResourceWar.ResCrossRWarPlayerkillinfo result)
        {
            //GameCenter.MapLogicSystem.OnMsgHandle(result);
        }
        public void GS2U_ResCrossRWSecondToBegin(MSG_CrossResourceWar.ResCrossRWSecondToBegin result)
        {
            FLogger.DebugLogError("服务器返回准备倒计时");
            //GameCenter.MapLogicSystem.OnMsgHandle(result);
        }
        public void GS2U_ResCrossRWarAllPlayerinfo(MSG_CrossResourceWar.ResCrossRWarAllPlayerinfo result)
        {
            //GameCenter.MapLogicSystem.OnMsgHandle(result);
        }
        public void GS2U_ResCrossRWShowEnd(MSG_CrossResourceWar.ResCrossRWShowEnd result)
        {
            //GameCenter.MapLogicSystem.OnMsgHandle(result);
        }
    }
}