local FuncNode_IsBossOrEliteAttackMeNotNormalSkill = class("FuncNode_IsBossOrEliteAttackMeNotNormalSkill") --[[ 初始化 --]] function FuncNode_IsBossOrEliteAttackMeNotNormalSkill:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.IsBossOrEliteAttackMeNotNormalSkill end --[[ 执行 --]] function FuncNode_IsBossOrEliteAttackMeNotNormalSkill:Run(conditionDataNode, entity, missile, buffObject, eventParams) local result = FP.Const.Zero for i, checkEntity in ipairs(LogicUpdateManager.EntityList_Normal) do if checkEntity.isBoss or checkEntity.isElite then local targetComp = checkEntity.components.target if targetComp.Target == entity then local curSkillData = checkEntity.components.skillBase.CurSkillData if curSkillData and string.sub(curSkillData.AnimName, 1, 1) ~= "n" then return FP.Const.One end end end end return result end return FuncNode_IsBossOrEliteAttackMeNotNormalSkill