local FuncNode_CompareIllusionMarkId = class("FuncNode_CompareIllusionMarkId") --[[ 初始化 --]] function FuncNode_CompareIllusionMarkId:initialize(entity) self.LimitChildCount = 1 self.Type = LuaConst.ConditionFuncType.CompareIllusionMarkId end --[[ 执行 --]] function FuncNode_CompareIllusionMarkId:Run(conditionDataNode, entity, missile, buffObject, params) local first = conditionDataNode.FirstNode:Run(entity, missile, buffObject, params) local markId = FP.tonumberV1(first) local entityIllusionMarkId = entity.components.record:GetVariable("illusionMarkId") if markId == entityIllusionMarkId then return FP.Const.One end return FP.Const.Zero end return FuncNode_CompareIllusionMarkId