local FuncNode_LevelPassTime = class("FuncNode_LevelPassTime") --[[ 初始化 --]] function FuncNode_LevelPassTime:initialize(entity) self.LimitChildCount = 0 self.Type = LuaConst.ConditionFuncType.LevelPassTime end --[[ 执行 --]] function FuncNode_LevelPassTime:Run(conditionDataNode, entity, missile) local recordValue = LevelItemManager.Global:GetPassTime() if not recordValue then return FP.Const.Zero end return recordValue end return FuncNode_LevelPassTime