local FuncNode_FriendAndEnemyHeroCountCompare = class("FuncNode_FriendAndEnemyHeroCountCompare") --[[ 初始化 --]] function FuncNode_FriendAndEnemyHeroCountCompare:initialize(entity) self.LimitChildCount = 2 self.Type = LuaConst.ConditionFuncType.FriendAndEnemyHeroCountCompare end --[[ 执行 --]] function FuncNode_FriendAndEnemyHeroCountCompare:Run(conditionDataNode, entity, missile) local radius = conditionDataNode.FirstNode:Run(entity, missile) local logicPos = entity:GetLogicPos() local friendCount = TargetManager.GetFriendCountInCircle(entity, logicPos, radius, LuaConst.ESearchTargetCharacterType.HERO, true) local enemyCount = TargetManager.GetEnemyCountInCircle(entity, logicPos, radius, LuaConst.ESearchTargetCharacterType.HERO, true) local relationType = FP.tonumberV1(conditionDataNode.SecondNode:Run(entity, missile)) local ConditionAnalysis = require "Battle/Logic/AI/Condition/ConditionAnalysis" return ConditionAnalysis.CommonValueCompare(relationType, friendCount, enemyCount) end return FuncNode_FriendAndEnemyHeroCountCompare