local FuncNode_IsResAmountReachLimit = class("FuncNode_IsResAmountReachLimit") local FP=FP --[[ 初始化 --]] function FuncNode_IsResAmountReachLimit:initialize(entity) self.LimitChildCount = 1 self.Type = LuaConst.ConditionFuncType.IsResAmountReachLimit end --[[ 执行 --]] function FuncNode_IsResAmountReachLimit:Run(conditionDataNode, entity, missile, buffObject) local targetType = conditionDataNode.FirstNode:Run(entity, missile, buffObject) local target if targetType == FP.Const.Two then target = entity.components.target.Target else target = entity end if target then return LevelManager.CurLevelFunc:IsEntityResAmountReachLimit(target, true) and FP.Const.One or FP.Const.Zero else --注意!如果没有目标,则统一认为已经达到上限 return FP.Const.One end end return FuncNode_IsResAmountReachLimit