local FuncNode_IsBoss = class("FuncNode_IsBoss") --[[ 初始化 --]] function FuncNode_IsBoss:initialize(entity) self.LimitChildCount = 1 self.Type = LuaConst.ConditionFuncType.FuncNode_IsBoss end --[[ 执行 --]] function FuncNode_IsBoss:Run(conditionDataNode, entity, missile) local targetType = FP.tonumberV1(conditionDataNode.FirstNode:Run(entity, missile)) local target if targetType == 2 then target = entity.components.target.Target else target = entity end return target and (target:IsBoss() and FP.Const.One or FP.Const.Zero) or FP.Const.Zero end return FuncNode_IsBoss