local FuncNode_InteractColliderIsEnemy = class("FuncNode_InteractColliderIsEnemy") --[[ 初始化 --]] function FuncNode_InteractColliderIsEnemy:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.InteractColliderIsEnemy end --[[ 执行 --]] function FuncNode_InteractColliderIsEnemy:Run(conditionDataNode, entity, missile) local colliderTriggerEntity = entity.components.interact:GetLastInteractEntity() if colliderTriggerEntity then local isEnemy = CampManager.IsEnemyEntity(entity,colliderTriggerEntity) return isEnemy and FP.Const.One or FP.Const.Zero end return FP.Const.Zero end return FuncNode_InteractColliderIsEnemy