local FuncNode_CheckBuffByMonsterID = class("FuncNode_CheckBuffByMonsterID") --[[ 初始化 --]] function FuncNode_CheckBuffByMonsterID:initialize(entity) self.LimitChildCount = 2 self.Type = LuaConst.ConditionFuncType.CheckBuffByMonsterID end --[[ 执行 --]] function FuncNode_CheckBuffByMonsterID:Run(conditionDataNode, entity, missile) local buffID = FP.tonumberV1(conditionDataNode.FirstNode:Run(entity, missile)) local monsterID = FP.tonumberV1(conditionDataNode.SecondNode:Run(entity, missile)) for i,checkEntity in ipairs(LogicUpdateManager.EntityList_Normal) do if checkEntity:IsMonster() and checkEntity:GetCharacterID() == monsterID then return checkEntity.components.buff:GetBuffUpdateData(buffID) and FP.Const.One or FP.Const.Zero end end return FP.Const.Zero end return FuncNode_CheckBuffByMonsterID