local FuncNode_IsInteractColliderOwnerPlayer = class("FuncNode_IsInteractColliderOwnerPlayer") --[[ 初始化 --]] function FuncNode_IsInteractColliderOwnerPlayer:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.IsInteractColliderOwnerPlayer end --[[ 执行 --]] function FuncNode_IsInteractColliderOwnerPlayer:Run(conditionDataNode, entity, missile) local colliderTriggerEntity = entity.components.interact:GetLastInteractEntity() if colliderTriggerEntity then local triggerPlayerID = entity:GetPlayerID() local ownerPlayerID = colliderTriggerEntity.components.record:GetOwnerPlayerID() return ownerPlayerID == triggerPlayerID and FP.Const.One or FP.Const.Zero end return FP.Const.Zero end return FuncNode_IsInteractColliderOwnerPlayer