local FuncNode_RandomValue = class("FuncNode_RandomValue") --[[ 初始化 --]] function FuncNode_RandomValue:initialize(entity) self.LimitChildCount = 2 self.Type = LuaConst.ConditionFuncType.RandomValue end --[[ 执行 --]] function FuncNode_RandomValue:Run(conditionDataNode, entity, missile) local min = conditionDataNode.FirstNode:Run(entity, missile) local max = conditionDataNode.SecondNode:Run(entity, missile) return LogicRandom.GetRangeValue(entity,min,max,6994) end return FuncNode_RandomValue