local FuncNode_Max = class("FuncNode_Max") --[[ 初始化 --]] function FuncNode_Max:initialize(entity) self.LimitChildCount = 3 self.Type = LuaConst.ConditionFuncType.Max end --[[ 执行 --]] function FuncNode_Max:Run(conditionDataNode, entity, missile, buffObject) local result = conditionDataNode.FirstNode:Run(entity, missile, buffObject, params) if conditionDataNode.SecondNode then local second = conditionDataNode.SecondNode:Run(entity, missile, buffObject, params) if result < second then result = second end end if conditionDataNode.ThirdNode then local third = conditionDataNode.ThirdNode:Run(entity, missile, buffObject, params) if result < third then result = third end end return result end return FuncNode_Max