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

24 lines
1.1 KiB
C#

using ProtoBuf;
using Thousandto.Plugins.Common;
namespace Thousandto.Code.Logic.Network
{
/// <summary>
/// 定义消息的回调方法,便于实现
/// </summary>
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);
}
}