def_G('Const_UI_Lua', require("Common/Const_UI_Lua")) --UI 的封装 if not USE_LUA_STANDALONE then def_G('Image', UnityEngine.UI.Image) def_G('LoopScrollRect', UnityEngine.UI.LoopScrollRect) def_G('Button', UnityEngine.UI.Button) def_G('Input', UnityEngine.Input) def_G('Time', UnityEngine.Time) def_G('Mathf', UnityEngine.Mathf) def_G('GameObject', UnityEngine.GameObject) def_G('Camera', UnityEngine.Camera) def_G('RectTransform', UnityEngine.RectTransform) end def_G('FP', require('Common/fixedpoint')) def_G('LogicRandom', require("Battle/Logic/Manager/RandomManager")) def_G('LuaConst', require("Battle/Logic/LuaConst")) def_G('LuaInputManager', require("Battle/Logic/MainLoop/LuaInputManager")) def_G('DataSheetUtil', require("Common/DataSheetUtil")) --本地化 def_G("Const_IDS", require("Localization/Const_IDS")) --界面 def_G("UIManager", require("Main/UIManager")) --系统模块 def_G("Modules", require("Modules/Modules")) if DEF.USE_BATCH_MODE then --module Main is executed by loadfile, not in package.loaded, upvalues will be gc collected --开启batch模式 def_G("BatchAgent", require('Tools/BatchAgent')) end --尝试执行一下编辑器中的辅助代码 if UNITY_EDITOR then pcall(require, 'Editor/Postprocess') end require("Tools/SDKUrlMonitor")