local FuncNode_CampTypeCompareWithBuffHost = class("FuncNode_CampTypeCompareWithBuffHost") --[[ 初始化 --]] function FuncNode_CampTypeCompareWithBuffHost:initialize(entity) self.LimitChildCount = 1 self.Type = LuaConst.ConditionFuncType.CampTypeCompareWithBuffHost end --[[ 执行 --]] function FuncNode_CampTypeCompareWithBuffHost:Run(conditionDataNode, entity, missile, buffObject) local relationType if buffObject.hostEntity:GetCampID() == entity:GetCampID() then relationType = LuaConst.ECampRelationType.FRIEND elseif buffObject.hostEntity.components.target:IsIgnoreEnemey(entity) then relationType = LuaConst.ECampRelationType.NEUTRAL else relationType = LuaConst.ECampRelationType.ENEMY end local compareTo = FP.tonumberV1(conditionDataNode.FirstNode:Run(entity, missile)) return compareTo == relationType and FP.Const.One or FP.Const.Zero end return FuncNode_CampTypeCompareWithBuffHost