local FuncNode_IsInDriving = class("FuncNode_IsInDriving") --[[ 初始化 --]] function FuncNode_IsInDriving:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.IsInDriving end --[[ 执行 --]] function FuncNode_IsInDriving:Run(conditionDataNode, entity, missile) local driveEntity = entity.components.drive:GetDrivedEntity() if driveEntity then return FP.Const.One end return FP.Const.Zero end return FuncNode_IsInDriving