local LuaDataManager = {} local animMoveDic = {} local animConditionDic = {} local PATH_MOVE_DATA = "Battle.Logic.AnimatorData.AnimationMove." local PATH_CONDITION_DATA = "Battle.Logic.AnimatorData.AnimatorTrans." function LuaDataManager.GetAnimData(modelID, moveDataID, conditionDataID) local moveDataPath = animMoveDic[modelID] if not moveDataPath then moveDataPath = PATH_MOVE_DATA..moveDataID animMoveDic[modelID] = moveDataPath end local moveConditionPath = animConditionDic[modelID] if not moveConditionPath then moveConditionPath = PATH_CONDITION_DATA..conditionDataID animConditionDic[modelID] = moveConditionPath end return require(moveDataPath),require(moveConditionPath) end function LuaDataManager.Dispose() for k, v in pairs(animMoveDic) do package.loaded[v] = nil animMoveDic[k] = nil end for k, v in pairs(animConditionDic) do package.loaded[v] = nil animConditionDic[k] = nil end end return LuaDataManager