local FuncNode_TargetCategory = class("FuncNode_TargetCategory") local ETargetCategory = { HERO = 10001, } --[[ 初始化 --]] function FuncNode_TargetCategory:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.TargetCategory end --[[ 执行 --]] function FuncNode_TargetCategory:Run(conditionDataNode, entity, missile) local result = 0 local target = entity.components.target.Target if target then if target._logicInitData.CharacterType == LuaConst.CharacterType.Monster then result = entity._logicInitData._characterData.MonsterType elseif target._logicInitData.CharacterType == LuaConst.CharacterType.Hero then result = ETargetCategory.HERO --先写死,如果以后需要拓展了再整理 end end result = FP.newV1(result) return result end return FuncNode_TargetCategory