local FuncNode_And = class("FuncNode_And") local FP=FP --[[ 初始化 --]] function FuncNode_And:initialize(entity) self.LimitChildCount = 3 self.Type = LuaConst.ConditionFuncType.And end --[[ 执行 --]] function FuncNode_And:Run(conditionDataNode, entity, missile, buffObject, params) if conditionDataNode.FirstNode and conditionDataNode.FirstNode:Run(entity, missile, buffObject, params) == FP.Const.Zero then return FP.Const.Zero end if conditionDataNode.SecondNode and conditionDataNode.SecondNode:Run(entity, missile, buffObject, params) == FP.Const.Zero then return FP.Const.Zero end if conditionDataNode.ThirdNode and conditionDataNode.ThirdNode:Run(entity, missile, buffObject, params) == FP.Const.Zero then return FP.Const.Zero end return FP.Const.One end return FuncNode_And