local FuncNode_BuffLayerEqual = class("FuncNode_BuffLayerEqual") --[[ 初始化 --]] function FuncNode_BuffLayerEqual:initialize(entity) self.LimitChildCount = 2 self.Type = LuaConst.ConditionFuncType.BuffLayerEqual end --[[ 执行 --]] function FuncNode_BuffLayerEqual:Run(conditionDataNode, entity, missile) local buffID = FP.tonumberV1(conditionDataNode.FirstNode:Run(entity, missile)) local layer = FP.tonumberV1(conditionDataNode.SecondNode:Run(entity, missile)) local curLayer = 0 local updateData = entity.components.buff:GetBuffUpdateData(buffID) if updateData then curLayer = updateData.BuffLayer end return layer == curLayer and FP.Const.One or FP.Const.Zero end return FuncNode_BuffLayerEqual