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_G2PReqRWBaoMing(MSG_CrossResourceWar.G2PReqRWBaoMing result); void GS2U_P2GResBaoMing(MSG_CrossResourceWar.P2GResBaoMing result); void GS2U_ResRWBaoMingState(MSG_CrossResourceWar.ResRWBaoMingState result); void GS2U_G2PReqRWBaoMingState(MSG_CrossResourceWar.G2PReqRWBaoMingState result); void GS2U_P2GRWChangeStateToAllServer(MSG_CrossResourceWar.P2GRWChangeStateToAllServer result); void GS2U_ResCrossRWarCloneInfo(MSG_CrossResourceWar.ResCrossRWarCloneInfo result); void GS2U_ResCrossRWarPlayerkillinfo(MSG_CrossResourceWar.ResCrossRWarPlayerkillinfo result); void GS2U_ResCrossRWSecondToBegin(MSG_CrossResourceWar.ResCrossRWSecondToBegin result); void GS2U_ResCrossRWarAllPlayerinfo(MSG_CrossResourceWar.ResCrossRWarAllPlayerinfo result); void GS2U_ResCrossRWShowEnd(MSG_CrossResourceWar.ResCrossRWShowEnd result); } }