local FuncNode_IsSomeBuffBossTarget = class("FuncNode_IsSomeBuffBossTarget") --[[ 初始化 --]] function FuncNode_IsSomeBuffBossTarget:initialize(entity) self.LimitChildCount = 1 self.Type = LuaConst.ConditionFuncType.IsSomeBuffBossTarget end --[[ 执行 --]] function FuncNode_IsSomeBuffBossTarget:Run(conditionDataNode, entity, missile, buffObject, eventParams) local result = FP.Const.Zero local buffID = FP.tonumberV1(conditionDataNode.FirstNode:Run(entity, missile, buffObject, eventParams)) local bossList = LevelManager.CurLevelFunc:GetBossList() for i, bossEntity in ipairs(bossList) do if bossEntity.components.buff:HasBuff(buffID) and bossEntity.components.target.Target == entity then result = FP.Const.One break end end return result end return FuncNode_IsSomeBuffBossTarget