Main/Assets/Code/Logic/_NetMessage/Handlers/HandleMsgResult_MSG_CrossResourceWar.cs
2025-01-25 04:38:09 +08:00

44 lines
1.8 KiB
C#

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);
}
}
}