local FuncNode = class("FuncNode") --[[ 初始化 --]] function FuncNode:initialize(entity) self.LimitChildCount = 1 self.Type = LuaConst.ConditionFuncType.IsUsingSkillType end --[[ 执行 --]] function FuncNode:Run(conditionDataNode, entity, missile) local skillBaseComponent = entity.components.skillBase if skillBaseComponent.CanSwitchAll then return FP.Const.Zero end if skillBaseComponent.CurSkillData and FP.Equals(conditionDataNode.FirstNode:Run(entity, missile), skillBaseComponent.CurSkillData.AiSkillType) then return FP.Const.One end return FP.Const.Zero end return FuncNode