local FuncNode_EventMissileIsGodBeast = class("FuncNode_EventMissileIsGodBeast") local GODBEAST_MISSILE_GROUPID_START = 900 local GODBEAST_MISSILE_GROUPID_END = 1000 --[[ 初始化 --]] function FuncNode_EventMissileIsGodBeast:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.EventMissileIsGodBeast end --[[ 执行 --]] function FuncNode_EventMissileIsGodBeast:Run(conditionDataNode, entity, missileOrMissileData) if missileOrMissileData then local missileData = missileOrMissileData.MissileData or missileOrMissileData return (missileData.GroupID >= GODBEAST_MISSILE_GROUPID_START and missileData.GroupID <= GODBEAST_MISSILE_GROUPID_END) and FP.Const.One or FP.Const.Zero end return FP.Const.Zero end return FuncNode_EventMissileIsGodBeast