--Obsolete不再使用 def_G('IsServerDataNotNil', function(uobj) if uobj == nil then return false elseif (uobj._cached_byte_size_dirty) then return true else --优化了一下 这个是计算repeat类型的数据是否为nil 其实可以在使用层用数组长度就能判断出来 return uobj[1] ~= nil end end) --IsProtoDataNotNil 首先依据_fields 判断是否有数据 但当uobj本身是一个repeated时_fields 为空 所以用索引1判断repeated结构是否为nil --不判断基础类型 默认uobj是一个table def_G('IsProtoDataNotNil', function(uobj) if uobj == nil then return false elseif (uobj._fields and next(uobj._fields)) then return true else --优化了一下 这个是计算repeat类型的数据是否为nil 其实可以在使用层用数组长度就能判断出来 return uobj[1] ~= nil end end) --战斗里用的 def_G('FP', require('Common/fixedpoint')) def_G('LogicRandom', require("Battle/Logic/Manager/RandomManager")) def_G('PlayerInfoManager', require("Battle/Logic/Manager/PlayerInfoManager")) require("Common/TriangleMath").Init() def_G('LuaConst', require("Battle/Logic/LuaConst")) def_G('CampManager', require("Battle/Logic/CampManager")) def_G('DataSheetUtil', require("Common/DataSheetUtil")) DataSheetUtil.DataSheetPostProcess() def_G('BattleEventSystem', require("Battle/Logic/Event/BattleEventSystem")) def_G('LuaShoveManager', require("Battle/Logic/MainLoop/LuaShoveManager")) def_G('EntityFactory', require("Battle/Logic/EntityFactory")) def_G('LuaInputManager', require("Battle/Logic/MainLoop/LuaInputManager")) def_G('SyncMoveManager', require("Battle/Logic/MainLoop/SyncMoveManager")) def_G('DecisionManager', require("Battle/Logic/AI/Decision/DecisionManager")) def_G('ConditionManager', require("Battle/Logic/AI/Condition/ConditionManager")) def_G('FilterManager', require("Battle/Logic/MainLoop/FilterManager")) def_G('LuaDataManager', require("Battle/Logic/Manager/LuaDataManager")) def_G('LogicUpdateManager', require("Battle/Logic/LogicUpdateManager")) def_G('CompareSyncLogManager', require("Battle/Logic/CompareSyncLogManager")) def_G('RuntimeDataManager', require("Battle/Logic/RuntimeDataManager")) def_G('BuffManager', require("Battle/Logic/Buff/BuffManager/BuffManager")) def_G('SystemManager', require("Battle/Logic/Entity/System/SystemManager")) def_G('LevelItemManager', require("Battle/Logic/Level/LevelItemFunction/LevelItemManager")) def_G('LevelManager', require("Battle/Logic/MainLoop/LevelManager")) def_G('LevelPlayerManager', require("Battle/Logic/Level/LevelPlayerManager")) def_G('LevelEvaluationManager', require("Battle/Logic/Level/LevelEvaluationManager")) def_G('KCPTransport', require("Battle/Logic/NetWork/KCPTransport")) def_G('SaveSyncBattleInfoManager', require("Battle/Logic/NetWork/SaveSyncBattleInfoManager")) def_G('MultiplayManager', require("Battle/Logic/MainLoop/MultiplayManager")) def_G('MultiReconnectManager', require("Battle/Logic/NetWork/MultiReconnectManager")) def_G('KCPReconnectManager', require("Battle/Logic/NetWork/KcpReconnectManager")) def_G('TCPReconnectManager', require("Battle/Logic/NetWork/TCPReconnectManager")) def_G('WatchBattleManager', require("Battle/Logic/NetWork/WatchBattleManager")) def_G('BattleSimulator', require("Battle/Logic/MainLoop/BattleSimulator")) def_G('ExpUpdateManager', require("Battle/Expression/ExpUpdateManager")) def_G('ExpSystemManager', require("Battle/Expression/ExpEntity/System/ExpSystemManager")) def_G('ExpLevelManager', require("Battle/Expression/ExpLevel/ExpLevelManager")) def_G('MissileManager', require("Battle/Logic/Missile/MissileManager")) def_G('BattleDataGetter', require("Battle/BattleDataGetter")) def_G('NotSyncBattleSetter', require("Battle/NotSyncBattleSetter")) def_G('TargetManager', require("Battle/Logic/TargetManager")) def_G('GlobalBattleData', require("Battle/GlobalBattleData")) LuaInputManager.Init() SyncMoveManager.Init() DecisionManager.Init() ConditionManager.Init() LogicUpdateManager.Init() LevelManager.Init() ExpLevelManager.Init() MultiplayManager.Init() KCPReconnectManager.Init() TCPReconnectManager.Init() WatchBattleManager.Init() BuffManager.Init() MultiReconnectManager.Init() if not USE_LUA_STANDALONE then ExpUpdateManager.Init() end